Hello, I'm M*****

Lifelong artist with over 10 years experience as an Producer, Art Director, and Level Designer in the video game space. I streamline processes and herd cats of creative geniuses with workow and design expertise, and contagious enthusiasm, bringing complex ideas to reality through prototyping.


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Skill Index

I am skilled in...

Unity3D
300
Maya
172
Adobe Office
70
Invision
61
UDK
57
JIRA
54
UI/UX Design
50
3DSMAX
45
Sprintly
37
Titan Quest Editor
43

Industry Density

Top 5 Industry Experience, Expressed in Percentages

Computer Games

46%

Computer Software

30%

Leisure, Travel & Tourism

24%

Career History

Current

Lead Level Designer @ (HIDDEN)

December 01, 2015 - Current

Responsibilities:

  • Indie Video Game Startup
    Achievements/Tasks
    Designing environmental mechanics and modular art sets supporting core mechanics, rapidly iterated on gameplay alongside
    programmers and constructed level prototypes to attain the best puzzles, look, feel, and pacing within Unity.
    Established and maintained production pipeline and file structure best practices while managing a team of artists.
    Critiqued and supported 3D art construction in Maya.
    Operated in Scrum methodology using Jira.
    Using Unity analytics, gathered and deciphered test play data to determine average lengths of play, puzzle difficulty, player
    fatigue, heatmaps, and anomalous events.

Skill Strengths (Breakdown in Percentages)

  • Unity3D (40%)

  • Maya (20%)

  • JIRA (20%)

  • UDK (5%)

  • Sourcetree (5%)

  • Adobe Office (5%)

  • VLC (5%)

2013

Art Director @ (HIDDEN)

May 01, 2013 - November 01, 2015

Responsibilities:

  • Achievements/Tasks
    Operated as lead desiger creating flowcharts and wireframes, bringing them to final design using MindMapper and Invision for
    cloud design collaboration.
    Designed game themes, mini-games, UI, UX, as well as the related separate terminal systems so that users can purchase credits,
    link to a terminal, and have gaming funds available.
    Functioned as artistic director defining company style and quality bars, including critiquing and updating existing products and
    branding.
    Created design and art pipelines, best practices, and internal management/invoice proprietary tools.
    Led art department as final authority on game design/art providing daily guidance to reach and maintain established product
    goals.
    Created 2D art for marketing and terminal UI use.
    Operated as scrum master for the design/art team, running daily scrum meetings and overseeing sprints using Sprintly.
    Created webpage update and marketing release packages for public release.
    Designed and tasked all audio.

Skill Strengths (Breakdown in Percentages)

  • UI/UX Design (20%)

  • Sprintly (15%)

  • Unity3D (15%)

  • Maya (15%)

  • Wireframing (10%)

  • Invision (10%)

  • Flowcharts (10%)

  • Cloud Computing (5%)

2010

Content Designer/World Builder @ (HIDDEN)

April 01, 2010 - March 01, 2013

Responsibilities:

  • Achievements/Tasks
    Responsible for all 1700+ levels created in Unity using proprietary grid system.
    Worked closely with engineers and artists to design and refine proprietary grid system for Unity, including constructing and
    recording gameplay and marketing cinematics.
    Helped set World Building and Population pipelines and best practices while managing a team of four.
    Supported Live game with bug fixes and updates.
    Bridged concept, design, and environment art, to refine gameplay and create hundreds of miles of open world MMO game
    space using our upgraded Titan Quest editor.
    Worked closely with engineers to set world construction best practices and refine in-house editing tools in proprietary engine.
    Constructed and recorded all gameplay and milestone cinematics while conceptualizing level layout.
    Worked on international team of 100+ on a 24 hour development cycle.

Skill Strengths (Breakdown in Percentages)

  • Unity3D (40%)

  • Maya (15%)

  • UDK (15%)

  • Titan Quest Editor (15%)

  • Adobe Office (10%)

  • Sourcetree (5%)

2008

Level Designer @ (HIDDEN)

May 01, 2008 - March 01, 2010

Responsibilities:

  • Achievements/Tasks
    Created internal knowledge base to define development process.
    Revised and edited 3D art to meet design needs within 3DSMax.
    Authored and revised level-based AI abstractions.
    Collaborated with AI, art, and engineering teams to develop organic behaviors and performances.
    Created and revised environmental assets, including bug resolution, to final shipping quality.

Skill Strengths (Breakdown in Percentages)

  • 3DSMAX (25%)

  • Unity3D (20%)

  • Maya (20%)

  • Invision (20%)

  • Adobe Office (15%)

Education History

Awards & Certificates

Data Not Available