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LinkedIn Profile
MobyGames Profile

Contact for updated
current resume:
howard@57cents.com

 
 

Quick Jump: Overview | Experience | Education

Overview
  • 18 published titles + 2 unnannounced titles + 3 cancelled projects
  • Strong outlook towards simple, focused design.
  • Roles in every level of design from preproduction to shipped product.
  • Established efficient workflow pipeline that maximizes output from multiple departments.
  • Extensive experience with limited hardware equals maximum scope/output within minimal resources.
  • Proven record of transforming high-concept ideas into functional game systems.
 
Experience
 
   
SCEA Santa Monica | Sony (October 2011 - Present)

Combat Designer

  • Unannounced (in development)  (TBD)
  • Combat Designer.
  • TBA.
Vigil Games | THQ (November 2008 - October 2011)

Senior Designer

  • Darksiders 2 (in development)  (Xbox360 | PS3 | Wii U)
  • Senior Combat Designer.
  • Directly responsible for mini-boss and enemy design throughout game.
  • Coordinated efficient pipeline between design, animation, sfx, and vfx departments.
  • More AI state machine scripting (C-derivative).
  • Responsible for training system designers tools and pipeline processes.
  • Responsible for directing combat animation.
  • Directly responsible for support player systems.
  • Development tools design.

Senior Designer

  • Darksiders  (Xbox360 | PS3 | PC)
  • Combat Designer.
  • Responsible for enemy design throughout game.
  • AI state machine scripting (C-derivative).
  • Optimized character pipeline between multiple departments.
  • Handled proprietary visual scripting.
  • Directly responsible for support player systems.
  • Development tools design.

Fizz Factor / Foundation 9 (November 2005 - October 2008)

Senior Technical Designer

  • GI JOE: The Rise of Cobra  (PSP)
  • unannounced upcoming title  (PSP)
  • Technical Designer/Gameplay Programmer.
  • Proprietary embedded scripting system.
  • Level and encounter optimization.

Senior Designer

  • Night at the Museum: Battle of the Smithsonian  (NDS)
  • System Designer.
  • Wrote core player system documentation for design doc.
  • Level planning and prototyping.

Senior Designer

  • The Incredible Hulk (the movie game)  (NDS)
  • Game Designer.
  • Directly responsible boss designs and scripting (LUA).
  • Level planning and implementation.
  • Extensive system and tools design and documentation.

Assistant Lead

  • Unannounced casual edu-tainment title  (NDS)
  • Systems Designer.
  • Developed game concept proposal documents for publishers.
  • Managed educational curriculum.
  • Wrote character profiles and narrative.
  • Dialogue scripting

Lead Level Designer

  • Over the Hedge: Hammy Goes Nuts  (NDS)
  • Level Designer
  • Managed level planning and structure.
  • Wrote content and narrative.
  • Development tools design.

Game Designer

  • X-Men: The Official Game  (NDS)
  • Systems and Level Designer
  • Designed and implemented all enemy and boss designs.
  • Level design and scripting.
  • Bullet pattern tools and design.

Game Designer

  • Additional design  
  • System design for other studio's projects.
  • Transformed high-concept pitches into functional game systems.
  • Interviewed design candidates
  • Handled Request for Project proposals and client pitches.

Sony Online Entertainment (January 2005 - October 2005)

Contract QA

  • Combat Upgrade, Episode 3: Rage of the Wookies, Trials of Obi-Wan, NPE   (PC)
  • QA'd expansions and existing content in both intranet and online environments.
  • Trained and managed members of the department.

Acclaim Studios Austin (August 2003 - August 2004)

Level Designer

  • The Red Star  (Xbox, PS2)
  • Designed all NPC/enemy encounters: (campaign, multiplayer, and survival modes).
  • Development tools design.
  • Scripted camera pathing.
  • Prototyped player attacks/weapons.

System Designer

  • (cancelled survival-horror)  (Xbox, PS2)
  • Core member of pre-production for a new project
  • Prototyped gameplay mechanics and controls.
  • Responsible of combat system and mechanics.
Acclaim Studios Austin (August 2002 - August 2003)

QA Tester

  • Vexx, NBA Jam 2004, Showdown: Legends of Wrestling, All Star Baseball 2004, All Star Baseball 2005, Turok Evolution  (Xbox, GC, PS2)
  • Lots of long nights QA'ing.
  • Provided numerous feedback and designs used by developers.

(Non-Game) Rector-Duncan and Associates (June 2002 - August 2002)

Art Director

  • Designed various trade publications, newsletters, and print advertisements.
  • Managed trade association membership site.
  • Worked under a multitude of tight schedules successfully.

(Non-Game) Tocquigny (January 2002 – May 2002)

Production Artist

  • Revised elements of presentations and newsletters for clients (e.g. Dell and HP).
  • Graphic design and copy writing.
  • Managed digital archive of company's projects.

Education
 
   
University of Texas at Austin (August 1999 – May 2002)
  • Bachelor's Degree of Science in Advertising
  • Concentration in Interactive/Digital Media Advertising Sequence.
  • Business Foundations Certificate.
 
 
     
 

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