Experience & Skills


Experience

PROJECT AND DESIGN LEAD, SEVERAL REAL PEOPLE (2022)

Working with developers and artists to bring Birds Are Real from a week long jam game to a full Steam release.

  • General gameplay programming to implement mechanics and expand core ideas.
  • Level design with a focus on creating maps with entirely usable areas. Minimizing dead zones and ensuring that the puzzles presented through our environments remained fresh.
  • Pulling together team members to ensure deadlines are met and sprints fulfilled.

QA, REELTIME GAMING (2018 – CURRENT)

Providing QA and design localization for PC, iOS, Android and EGM (electronic gambling machine) slots games from concept through to the final smoke test. Working within a team of 3 – 5 with close inter-departmental communication.

  • Grey and white box integration, functional and end to end testing.
  • Creating and editing game specifications for domestic
    and international markets.
  • Leading the localization of games designed for Electronic Gambling Machines into the web and mobile markets. From original document creation through to final smoke test and sign off.
  • Creating new mechanical designs and games of differing
    volatility with specific commercial goals outlined and target markets.
  • Creating and editing tools for process improvement.
  • Database management and source control processes.

PROJECT & CREATIVE LEAD, INTERNSHIP (2017 – 2018)

Leading a team of 5 in making an application for the
Queensland Police Service to help international students
acclimatize through the ‘edutainment’ medium.

  • Coordinating and communicating between the team
    and client.
  • Setting and enforcing sprint goals.
  • Designing UI/UX with a focus on clarity regardless of
    the uses known languages.
  • Turning defeats into victories.
  • Team management – from personal relations to
    resolving external issues.

CREATIVE DIRECTOR, CAPSTONE (2017)

  • Developing for Vive VR with emphasis on
    commercial outcomes and marketing.
  • Designing a VR control scheme with a zero % VR sickness record.
  • Designing a VR control scheme with the explicit constraint of “don’t try to give the player legs” and therefore having a final product without a hastily implemented teleport or button based run function.

Skills

SOFTWARE SKILLS

  • Unity 2D
  • Unity UI
  • Unity Audio mix and import
  • Unity 3D
  • Procedural mobile generation
  • C# (proficient)
  • JIRA & Confluence suite
  • Microsoft & Google office suites

DESIGN SKILLS

  • UX design
  • UI design and programming
  • Gameplay & Mechanic design
  • Mobile development & publishing
  • Rapid Prototype development
  • Tool development for unity users
  • GDD, HCD and programming spec creation

SOFT SKILLS

  • Client communication
  • Team management
  • Inter-disciplinary communication
  • Community management
  • Public speaking
  • Customer service

References

Daniel Mendez
Lead Online Games Developer (Reeltime Gaming)
– daniel.the.mendez@gmail.com

Amy Pershouse
QA Team Lead for Online Games (Reeltime Gaming)
– amy.pershouse@gmail.com

Victor Weidar
Developer (Machine intelligence Sweden)
– +46 709 126 762
– Victor.Weidar@gmail.com

Tye Bryant
Application Software Engineer (Tritium)
– +46 455 117 566
– tye@tyekbryant.com

Macauley Bell
Concept Artist (Ardacious games)
– +61 424 453 790
– Macauleybell92@gmail.com

Josh Hayes
C++ software engineer (Playside Games)
– +61 414 412 218
– jhaye911@gmail.com

Education

Bachelors in Game Development
(Design)
– SAE Qantm Brisbane
– 2016-2018
– 6.17 GPA