Alvaro Vazquez de la Torre
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VIDEOGAME PROFESSIONAL EXPERIENCE

 

Member of the Spanish Academy for Interactive Arts and Science

 

Crytek Frankfurt (2012 - Present)


  • Warface (Pc & Xbox 360): F2P FPS self-published, in which I am Content Manager.

  • Ryse Son of Rome (Xbox One): Hack'n'slash game developed for Microsoft, in which I am Design Manager.

 

Digital Legends (2011 - 2012)


  • miCoach Football (iOS): Football game developed for adidas in which I was lead designer.

  • miCoach Running (iOS): Running game developed for adidas in which I was designer.


Eclipse Games (2011 - 2012)


  • 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: