Summary of Qualifications
- Unreal Engine Developer for Alderon Games, working with industry professionals to learn and work on a Dinosaur RPG MMO
- Narrative Designer, script writer, and game developer for sci-fi space adventure platformer “Playing with Hate”
- Art contact and story designer for Algonquin College capstone project “The Forgotten Gale” (9 team members)
- Dean’s Honour List recipient from Algonquin College for my work as a creative contact
- Creator and artist for several itch.io games such as “Canal Conundrum” and “The Itinerant”
- Extensive understanding of project management and game design methodologies
- Creates original game characters, environments, and levels based on concepts and requirements outlined in game design documents
- Strong communicator and overall easy-to-approach member of a game development team
- Manages deadlines and workflow by breaking down project-wide tasks into smaller sprints
- Proven ability and interest in learning new programs, systems, tools, and technologies
- Bilingual in both French and English, willing to work remotely
Relevant Experience
Web and Game Developer: “Playing With Hate (Web Edition)”
John Howard Society of Ontario (Sept 2024 – Nov 2024)
John Howard Society of Ontario (Sept 2024 – Nov 2024)
- Ported the original gaming project to an HTML5 build of the game.
- Bug fixing and rigorous testing on the browser port of the game to ensure maximum quality.
- Migrated game assets from UE4.26 to UE4.23 uses best practices when migrating.
- Optimized the game to run smoothly on a browser by also reducing the game’s file size from 3GB to 240mb.
Junior Unreal Engine 5 Game Developer: “Path of Titans”
Alderon Games (Oct 2023 – April 2024)
Alderon Games (Oct 2023 – April 2024)
- Worked with the New Content Team to develop and implement new features of the game such as “Capture the Egg” game mode, player metric tracking, user experience metrics.
- Version control tracking using Github and Tortoise SVN.
- Tackled bugs in various areas of the project, such as character movement, ability systems, android UI, quest systems.
- Received training from project leads in C++ networking, mobile game development, UE’s Gameplay Ability System.
- Used project management software such as JIRA and Github to keep track of work and sprints.
- Worked with developers, designers, and artists from the team to keep track of game’s health and tackle issues suited to skill level.
- Conducted test suites with quality assurance team for the project’s game modes.
- Learned how to test bugs for various consoles such as Linux, Windows, Xbox, and Android.
Game Developer | 2D Artist: “Playing with Hate”
John Howard Society of Ottawa (Nov 2021 - Mar 2023)
John Howard Society of Ottawa (Nov 2021 - Mar 2023)
- Unreal Engine 4.26: developed and designed a four-level gaming project created to educate youth on COPE strategies, identify hate speech online, and act as a hate prevention tool.
- Worked with the project’s curriculum developer to create an abstract, educational experience that highlighted topics in the project’s outline and translating those topics into the game’s story.
- Wrote the script for the game project, voiced a few NPC characters, and came up with narrative feats and multiple endings for the game’s four levels.
- Used project management software, such as JIRA and Microsoft Excel, to keep track of weekly sprints.
- Version controlled the project using a staging system with Git and Github desktop.
- Created and wrote both the game and technical design document for the entire scope of the project.
- Met routinely with project’s partners and coordinators to ensure game’s subject matter was hitting proper points for the project’s guideline.
- Conducted test suites and playtest sessions with playtesters, ensuring game was running optimally, and hitting deadlines.
Technical Knowledge
Design Software: Photoshop, Illustrator, Premiere, Audition, 3DS Max, Mudbox, Blender, Substance Painter
Programming & Development: Unreal Engine 4, Unreal Engine 5, C++, C#, Unity Engine, Python
Platform Development: Windows, Linux, Android, Xbox
Project Management: Microsoft Office 365: Word, Excel, Powerpoint, JIRA, Github, Trello, DevOps
Game Development Skills
Level Design
The ability to communicate clearly, concisely and correctly in the written, spoke and visual form that fulfills the purpose and meets the needs of the audience :
- understanding how to properly use a wide variety of toolsets that are usedin the game level environment.
- Creating and manipulating animations, scripting and basic AI to create an interactive videogame level environment.
- Creating, importing and utilizing static meshs and their materials in order to create a believable world.
- Creating custom lightning to make proper use of lights and skyboxes to create an immersive atmosphere to match the game's mood and tone.
The proper way of thinking that uses the right skills to anticipate and resolve problems within the game :
- identifying and utilizing the level building workflow methods.
- Describing the thought process behind the proper placement of goals, rewards, and obstacles in a game world.
- Designing proper architecture for use in developing flow and subtly directing the player in a videogame level environment.
- Designing complex level layouts using various principles of level design to maximize player enjoyment potential.
i am able to analyze, evaluate and find a way to apply relevant information to a project from a variety of sources :
- designing complex level layouts that showcases game mechanics, dynamics and aesthetics.
- Designing complex level layouts that demonstrate proper user-centric design principals.
Manage my use of time and resources to complete a project within a deadline, proven within my role as the creative lead for the second year, student project "Birdwatch":
- understanding how to analyze feedback given by other members to recognize and improve problematic areas in my or their level design.
understanding the responsibilities of decisions and consequences affected by my individual actions within a team :
- developing level design documentation used to organized designed levels so others may easily read and understand my intentions.
- Presenting and discussing complex level design using key elements of level design principles to peers.
Asset creation
Creating quality, complex 3D models efficiently for real-time games
- By Sculpting organic forms and structures for improvement of different types of assets.
- Sculpt fine details for creation of realistic meshes.
- sculpt hard-surfaces for improvement of different types of assets.
- Produce unique and high-quality textures for use in games engines.
using advanced techniques in middleware to sculpt, texture and paint 3d assets
- By Applying knowledge of layers and groups for work efficiency.
- Using and creating stamps and stencils to sculpt and paint.
- Applying techniques of asymmetry to add unique details.
- Applying knowledge of paint brushes and tools into sculpture.
- Baking high-poly details into low-poly models.
Following game design blueprints, gdd ,and tdd for all aspects of the games production
- By Adhering to the standard format and submission policies.
- Examining the use of retopology to improve the quality of the low-poly meshes.
Designing, creating and organizing large asset databases
- By creating multiple textures for different states of the mesh.
- Documenting assets for file control and organization.
Creation of assets in a reflected "real-world" game industry pipeline with peers
- By Importing assets from one 3D software to another.
- Exporting models and textures maps for use in game engines.
- Applying knowledge of the use of high and low poly models.