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Timothy Ryan producer game designer programmer 470-277-3261 GOAL: Helping companies make fun & innovative games by improving process and meeting ambitious design with excellent talent & technology. PRODUCTION SKILLS: Team building and managing, Organization and Process Improvements, Scheduling, Budgeting, Agile SCRUM, Outsource Management, Contract Negotiation, Licensing, P&L DESIGN SKILLS: Level Prototyping & Scripting, Game Mechanics, AI Scripts, Design Docs, Storyboards, Technical Data Path Design, Game Balancing, 3D Studio, Sketchup, Havoc, Unreal3, Unity PROGRAMMING SKILLS: Database, tools and dashboard development in Python, LUA, SQL, HTML5, Javascript, PHP, Unix/Linux, Visual Basic & C NOTABLE GAME CREDITS: Fracture (PS3/360) Lead Multiplayer “Only multiplayer shakes this shooter loose from the rest.” - Official XBox Mag. Frequency (PS2) - Producer Rated 90 in Gamepro & IGN 2002 BAFTA Award Winner 1st online game for Sony PS2 Re-Mission (PC) - Senior Producer “Re-Mission improved treatment adherence for adolescents and young adults with cancer.” - Outcome Study CONTACT: 2771 Kenwood Drive Duluth, GA 30096 [email protected] 678.694.8706 WORK EXPERIENCE: AGS (acquired Cadillac Jack) 2015 2016 Executive Producer Acquired by AGS and promoted, my responsibilities expanded to include all of Class 2 conversions for core product, 3 rd party game production, and special projects now accounting for over 90% of the company revenue. Engineered a mobile- friendly, project-tracking website. Introduced and administered internal Confluence site for project documentation. Directed embedded testing and handled all handoffs. Maintained core product roadmap for North America and online conversions. Best Releases: Gold Dragon Red Dragon, Fire Bull, Going Gnome, Samba Queen, Dragons Lair, Goddess of the Woods Cadillac Jack 2010 - 2015 Lead Producer Produced video slot games for casinos, online and mobile. Primary outsource manager. Product owner and scrum master for agile scrum teams. Prepared roadmap, schedules, budgets, contracts and GDDs. Secured outsource companies, contractors, middle- ware, IP and trademarks. Leading inventor of game mechanic patents (20+). Created a milestone reporting system and project dashboards. Coded various GIMP Python plug-ins and web-based tools - a reel spinner prototyping tool, a resource allocation website, and a roadmapping site in HTML5, Jscript & PHP. Games: 100+ original video slot games Midway Games, Inc. 2008-2009 Lead Game Designer Last employee hired at Midway Chicago. Joined the Stranglehold team to work on original 3 rd person shooter. Learned the Unreal 3 engine & tools. Built and rigged assets in 3D Studio and Havoc. Wrote GDDs, UI Flowcharts and mockups. Designed new weapons and game mechanics for coop. Managed level designers and scripters. Game: Unannounced (360, PS3, PC) Day 1 Studios 2006-2008 Lead Multiplayer Designer Designed and scripted multiplayer game levels, terrain deformation game mechanics, match types, game assets, vehicles and weapons. Wrote game and level design documents, established data structures, trained and directed designers. Built assets in 3D Studio and Havoc. Game: Fracture (360, PS3) Rainbow Studios 2005-2006 Lead Designer Hired to restructure the design staff and finish pre- production, I reorganized, hired and managed the designers, established documentation requirements and wrote and edited design documentation, revised the vision statement and release plan, produced a resource calculator to determine hiring needs based on task estimates, and created data entry tools and redefined the data path. Development canceled in favor of Yuke's excellent efforts. Game: Smackdown vs. Raw, unreleased HopeLab Foundation 2003-2005 Senior Producer Produced the video game Re-Mission as a behavior intervention for teens with cancer, succeeding where previous producers and teams failed to bridge the gap between fun and clinical goals. Overhauled the design and wrote cinematic scripts. Ran focus testing. Negotiated contracts. Managed outsourcing of cinematic animation, localization and voice recording. Worked closely with clinicians, lawyers, patients and consultants. Prepared schedules, budgets, contracts. Built production, QA and IT support teams. Game: Re-Mission (PC) (continued next page)

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Page 1: Resume

Timothy Ryan producer ● game designer ● programmer 470-277-3261

GOAL: Helping companies

make fun & innovative games by

improving process and meeting

ambitious design with excellent

talent & technology.

PRODUCTION SKILLS:

Team building and managing,

Organization and Process

Improvements, Scheduling,

Budgeting, Agile SCRUM,

Outsource Management, Contract

Negotiation, Licensing, P&L

DESIGN SKILLS:

Level Prototyping & Scripting,

Game Mechanics, AI Scripts,

Design Docs, Storyboards,

Technical Data Path Design,

Game Balancing, 3D Studio,

Sketchup, Havoc, Unreal3, Unity

PROGRAMMING SKILLS:

Database, tools and dashboard

development in Python, LUA,

SQL, HTML5, Javascript, PHP,

Unix/Linux, Visual Basic & C

NOTABLE GAME CREDITS:

Fracture (PS3/360) – Lead Multiplayer

“Only multiplayer shakes this shooter

loose from the rest.” - Official XBox Mag.

Frequency (PS2) - Producer

Rated 90 in Gamepro & IGN

2002 BAFTA Award Winner

1st online game for Sony PS2 Re-Mission (PC) - Senior Producer

“Re-Mission improved treatment adherence for adolescents and young

adults with cancer.” - Outcome Study

CONTACT: 2771 Kenwood Drive

Duluth, GA 30096

[email protected]

678.694.8706

WORK EXPERIENCE:

AGS (acquired Cadillac Jack) 2015 – 2016

Executive Producer – Acquired by AGS

and promoted, my responsibilities

expanded to include all of Class 2

conversions for core product, 3rd

party

game production, and special projects

now accounting for over 90% of the

company revenue. Engineered a mobile-

friendly, project-tracking website.

Introduced and administered internal

Confluence site for project

documentation. Directed embedded

testing and handled all handoffs.

Maintained core product roadmap for

North America and online conversions.

Best Releases: Gold Dragon Red Dragon,

Fire Bull, Going Gnome, Samba Queen,

Dragons Lair, Goddess of the Woods

Cadillac Jack 2010 - 2015

Lead Producer – Produced video slot

games for casinos, online and mobile.

Primary outsource manager. Product

owner and scrum master for agile scrum

teams. Prepared roadmap, schedules,

budgets, contracts and GDDs. Secured

outsource companies, contractors, middle-

ware, IP and trademarks. Leading inventor

of game mechanic patents (20+). Created

a milestone reporting system and project

dashboards. Coded various GIMP Python

plug-ins and web-based tools - a reel

spinner prototyping tool, a resource

allocation website, and a roadmapping

site in HTML5, Jscript & PHP.

Games: 100+ original video slot games

Midway Games, Inc. 2008-2009

Lead Game Designer – Last employee

hired at Midway Chicago. Joined the

Stranglehold team to work on original 3rd

person shooter. Learned the Unreal 3

engine & tools. Built and rigged assets in

3D Studio and Havoc. Wrote GDDs, UI

Flowcharts and mockups. Designed new

weapons and game mechanics for coop.

Managed level designers and scripters.

Game: Unannounced (360, PS3, PC)

Day 1 Studios 2006-2008

Lead Multiplayer Designer – Designed

and scripted multiplayer game levels,

terrain deformation game mechanics,

match types, game assets, vehicles and

weapons. Wrote game and level design

documents, established data structures,

trained and directed designers. Built

assets in 3D Studio and Havoc.

Game: Fracture (360, PS3)

Rainbow Studios 2005-2006

Lead Designer – Hired to restructure

the design staff and finish pre-

production, I reorganized, hired and

managed the designers, established

documentation requirements and wrote

and edited design documentation, revised

the vision statement and release plan,

produced a resource calculator to

determine hiring needs based on task

estimates, and created data entry tools

and redefined the data path.

Development canceled in favor of Yuke's

excellent efforts.

Game: Smackdown vs. Raw, unreleased

HopeLab Foundation 2003-2005

Senior Producer – Produced the video

game Re-Mission as a behavior

intervention for teens with cancer,

succeeding where previous producers

and teams failed to bridge the gap

between fun and clinical goals.

Overhauled the design and wrote

cinematic scripts. Ran focus testing.

Negotiated contracts. Managed

outsourcing of cinematic animation,

localization and voice recording.

Worked closely with clinicians, lawyers,

patients and consultants. Prepared

schedules, budgets, contracts. Built

production, QA and IT support teams.

Game: Re-Mission (PC)

(continued next page)

Page 2: Resume

E-PUBLICATIONS:

Learning the Ways of the Game

Development Wiki (view) Gamasutra.com, July 2009

Risk Management with

Development Schedules (view) Gamsutra.com, February 2003

Anatomy of a Design Document,

Part1 (view) Part 2 (view) Gamasutra.com, Oct-Dec 1999

Controlling Chaos in the

Development Process (view) Gamasutra.com, August 1999

Beginning Level Design

Part 1 (view) Part 2 (view) Gamasutra.com, April 1999

EDUCATION:

3D Modeling (Topaz)

Computer Art Institute, S.F., CA

Programming / Art (2 years)

City College of S.F., CA

INTERESTS:

Author of science fiction and

fantasy, short stories and novels

Personal project in Unity3D,

HTML5 Jscript/PHP

Consulting on individual and

company game projects

NOVELS:

WORK EXPERIENCE:

(Continued)

Sony (SCEA) 2000-2002

Producer – Produced Frequency, the

most highly acclaimed and innovative

music game for the PS2. Co-Produced

pack-in disc for the Network Adapter

including first ever PS2 online game for

SCEA. Drafted budgets and P&L

breakeven analysis. Managed

communication with external developers

and QA, IT, Marketing, Legal, Audio.

Established Sony's online testing

procedures. Designed online components.

Created new developer relationships and

submitted proposals for new projects.

Lead research & design effort on internal

projects. Managed 20+ artists, engineers,

writers, designers, assistants and testers.

Released online SDKs to SCEA First

Party studios.

Game: Frequency (PS2)

Technology Solutions Co. 1998-1999

Consultant – Application development,

systems integration and support for multi-

teir business applications using Oracle,

PeopleSoft, Visual Basic, Unix C & Shell,

PL / SQL, Access and Excel supporting

accounting and human resource functions.

FASA Interactive 1996-1998

Technical Design Lead –Managed level

designers, defined design process, created

design tools, wrote A.I. routine library,

task tracking tool, and created game

levels, mechanics, assets, scenarios and

multiplayer logic in VB & game script.

Game: MechCommander (PC)

3DO / Cyclone Studios 1995

Lead Game Designer –Short project.

Overhauled the design and created game

levels. Wrote concepts for new projects.

Game: Captain Quazar (3DO)

ASCII Entertainment 1992-1994

Project Leader – Started as Lead Tester

and rose to QA Manager and Project

Leader within 1st year and Producer of

external projects by 2nd

year. Produced,

designed, tested and submitted low

budget console and PC games. Managed

testers and wrote bug tracking tool

(Paradox).

Games: Spellcraft (PC/SNES),

Dominus (PC, SNES, Genesis)

Pro Moves Soccer (Genesis),

Ardy Lightfoot (SNES),

Spindizzy (SNES),

Double Clutch (Genesis)

Wizardry II (NES)

RECOMMENDATIONS:

“His work was always incredibly well thought

out and documented, he strives for best practices

and has a critical eye for workflow problems and optimizations. I found his perspective invaluable.”

– Neill Glancy, Creative Director, Midway Games

“Tim is one of the most creative and enthusiastic designers. He demonstrates a real healthy respect

for the development process and a real go-getter

mentality. Often times this combination would

make things thought impossible by others happen on screen.” – Frank Pusateri, Environment Artist

“Tim was a potent force on Fracture, dedicated

and focused on a great player experience, demonstrating great technical as well as design

skills; and was a large part of MP getting done

with as little resources as were available, while

still being the most fun aspect of the game.” – John Kimmich, MP Producer, Day 1 Studios

“His selfless dedication and complete

commitment was the definite foundation that ensured a nebulous philanthropic idea has turned

into a material reality.”

– Anatolie Gavriliuc, Tech Director, Re-Mission

“Tim was an outstanding Producer handling the

launch of the in-house developed Playstation 2

Network adapter and, simultaneously, Sony's very

first online multi-player PS2 title Frequency.” - Randel Reiss, Online Studios Director, SCEA

“Tim was a dedicated, very articulate designer

who knew the development process very well and

the project he worked on was made much better

for his involvement.” – Tim Gerritsen, Producer