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VIDEOGAME
PROFESSIONAL EXPERIENCE
Quantic
Dream
(2015 - Present)
- Detroit
- Become human (PS4): Game creation manager
Accomplishments:
Teaser, pre-production, production
Key skills:
- Management
of Game Design, Script, Camera, Audio & QA teams (35-40 employees)
- Schedule
creation and tracking
- Staffing
plan
- Internal
and external communication (Sony & outsourcers)
- Dependencies
tracking
- Problem
solving
Crytek
Frankfurt (2012
- 2015)
- The
Climb (Oculus Rift) and Robinson:
Content manager & Scrum master
Accomplishements: Concept & Pre-production
Key skills:
- Interdisciplinary team management (15-20 employees)
- Schedule creation and tracking
- Staffing planning
- Internal and external (outsourcers) communication
- Tracking dependencies
- Unnanounced
console project: Lead designer
- Warface
(PC& Xbox 360): Self-published F2P FPS, in which I am Content
Manager on an interdisciplinary team.
Accomplishments: Steam release + Nevada, Cold Peak & Grand Bazaar
maps (PvP and PvE)
Key skills:
- Team management (16 employees)
- Schedule creation and tracking
- Cross-studio communication
- Tracking dependencies with other departments
- Design documentation
- Ryse
Son of Rome DLC (Xbox One & PC):
Key skills:
- Schedule creation
- Design documentation
- Ryse
Son of Rome (Xbox One & PC): Hack'n'slash game developed
for Microsoft, in which I was Project Manager for the design team.
Key skills:
- Design team organization (13 employees)
- Task creation & tracking
- Feedback management & bugtracking
- Tracking design dependencies & follow-up decisions
- Meeting owner & Information tracking
- Design recruitment
- GDD owner
- Design point of contact for tracking tools: Hansoft, JIRA, TFS,
Tom's planner...
- Liaison with HR
I also
fulfilled at certain points the following roles during Ryse:
- Scrum
master
- System designer
- Lead level designer
- Manager for external demos
- Design director substitute
- Pit manager
- Liaison with Microsoft on certain areas
- Animation manager (7 employees)
Digital
Legends
(2011 - 2012)
Eclipse
Games (2011 - 2012)
- Ecofish
(iOS & Android): System & Level designer, scrum master, producer
and press manager
- Lightfish
(PC & XLIG): Developed both for Xbox indie games and Steam (as
well as other distribution digital platforms), in which I was designer
and press manager.
- Toy
Cars (PC & XLIG): Xbox indie game in which I contributed
in the PR and QA areas and some additional design.
Grin
Barcelona (2007 - 2008) I
took part in the concept phase, prototype and production of the game.
My role was mainly the Game designer of the core mechanics, but I was
also involved in many other tasks, including being one of the negociators
with our publisher (Universal).
- Wanted:
Weapons of Fate (Xbox 360, PS3 & PC, 3rd-person Shooter,
published by Universal & Warner Bros, based on a major Hollywood
franchise)
- Designer
of all game mechanics (health system, player movement and actions,
aiming system, weapons, special weapons...)
- Co-writer
of the game story
- Writer
of all game texts & messages
- Co-designer
of level design concepts
- And
occasionally, even Studio press manager!
Pyro
Studios (2004 - 2007)
- Cops:
The Police experience 2007 (next-gen consoles, linear
FPS, cancelled)
- Writer
of the game story & texts
- Design
liaison with animators
- Design
liaison with music & sound designers
- InZero
(next-gen consoles, RPG FPS, cancelled)
- Designer
of the Single player mode
- Designer
of player mechanics (health system, actions, inventory...)
- Designer
of allied support
- Co-designer
of the game interfaces
- Designer
of level design concepts
- Sport
City (PC, Tycoon, cancelled)
- Creation
(including LUA coding) of the quest system
- Creation
(including LUA coding) of the event system
- Creation
of the player injury system
- Game balance
- Cops
2005 (next-gen consoles, sandbox-style FPS, cancelled)
- Designer
of police-themed mechanics (accountability, weapons, team mates...)
- Designer
of other mechanics (Health system, damage system...)
- Mentoring
of junior designers.
- Imperial
Glory (PC, Strategy, published by Eidos)
- Designer
of several management mechanics (technology tree, buildings, troop
management...)
- Designer
of much of the game interfaces.
- Level designer
of several battle maps.
- Level designer
of the historical battles.
- Writer of
all game texts and messages.
- I
also wrote both game manuals (in-game and in the box).
Futurespace
(2002 - 2003)
In
this company I played the roles of Game designer, Scriptwriter, Concept
creative and tester for the following mobile/web games:
- SMS
Football
- More
than friends
- School
Crisis
Dinamic
Multimedia (1999 - 2000)
Tester
& Scriptwriting contributions:
Tester
coordinator of the games:
Tester
of the games:
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