Education
I have an Advanced Diploma in Game Development after 3 years of educational experience from Niagara College of Canada in Welland, Ontario. I have worked on almost all phases of production in game art, from design, documentation (creating GDDs), asset modelling, animation, UV'ing and texturing, as well as their implementation into Unity Engine (with HDRP). I have also overseen and managed a team of 3 other artists as a lead in a 3rd-year college production over the span of 8 months.
I am familiar with the game development process in co-operation with other departments, mainly programming, with the addition of voice acting and graphic design.
Work Experience
ReBlink Inc. - Junior Game Designer: 1 Year
Tools: Unity 2D/3D, C#, Photoshop, 3DS MAX, Blender, Google Online Suite, Trello
I was part of the core game design process with ARBO, and was responsible for the following:
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A complete Game Design Document
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Early In-Game UI and Menu theme and layout prototyping
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Game loop and mechanics design & development
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Creation of a early, non-networked 2D Unity Prototype [Sole Programmer]
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Testing and further development of such as needed, including bug fixes
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Integration for easy data recording, reading and collection with JSON and Google API
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2 marketable 3D Game Assets for early crowd-funding, found here, and here
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Work on Pre-Alpha 3D environment concepting/prototyping + Game Systems/Mechanics
The ARBO Site can be found here
Other Experience
I have attended Global Game Jams in 2020 and 2023. Here, I've worked projects from start to finish with teammates who are already established in Indie Development. The projects' workflows tend to be on-the-fly and fast-paced, allowing us to assemble moderately-complex games in the span of 48 hours. You can find work I was involved in here.
I also made an attempt at starting my own indie studio in 2021 into early 2022, prior to my first industry employment; re-hashing an old IP from and with former colleagues from my college days. Here I led a team of 2 programmers 2 other artists and contracted a musician; but ultimately failed to produce an Alpha due to unforeseen life & career availability issues with most members. However; we managed to produce a GDD, soundtrack and semi-working demo in the span of 8 months (part-time between all of our day-jobs).