57cents.com
Return to Home Page
Works Done Professionally Experience and Education Personal Views and/or Criticisms Contact Information



Printer Friendly MS Word Document:
- Click Here
  Howard Tang
howard at 57cents dot com

Summary
  • 15 published titles + 3 unnannounced titles + 4 cancelled projects
  • Experiences from various creative fields that bring new perspectives
  • Strong can-do attitude in both independent and team-based environments
  • Quick to learn and adapt to new environments, schedules, and tools
  • Maximizes use of proprietary tools and technology to produce the best results within scale

Experience

 
 
Amaze Entertainment (November 2005 - Present)

   Game Designer

  • 2 unannounced upcoming titles  (PSP)
  • Technical Designer/Gameplay Programmer.
  • Scripting over proprietary engine.
  • Level optimization.

   Game Designer

  • The Incredible Hulk (the movie game)  (NDS)
  • Game Designer.
  • Level design and planning.
  • Boss design and creation via LUA scripting.
  • Preproduction prototyping game mechanics and planning.
  • Extensive level-system and enemy-creation toolset documentation.
  • Content writing and creation

   Game Designer

  • Unannounced edu-tainment title  (NDS)
  • Assistant Lead.
  • Preproduction prototyping game mechanics and planning.
  • Developed game concept proposal documents for publishers.
  • Extensive level-system documentation.
  • Content writing and creation
  • Proprietary tools – Dialogue branches and logic scripting.

   Game Designer

  • Over the Hedge: Hammy Goes Nuts  (NDS)
  • Level Design Lead
  • Preproduction prototyping game mechanics and planning.
  • Extensive level-system documentation.
  • Content writing and creation
  • Proprietary tools – level building/scripting.

   Game Designer

  • X-Men: The Official Game  (NDS)
  • Responsible for all enemy design and creation, including all bosses.
  • Player package revision.
  • Level design and scripting.
  • Direct input into design and use of particle system and effects.
  • Extensive population-system documentation.
  • Proprietary tools – level building/scripting.

   Game Designer

  • (cancelled 3rd-person action title)  (NDS)
  • Player package design and enemy AI design Lead.
  • Preproduction prototyping and planning.
  • Concepted and designed prototypes for 2 separate, unique player package combat systems.

   Game Designer

  • Additional design  
  • Player package refinement assistance in other projects.
  • Enemy behavior refinement assistance and consulting in other projects.
  • Multiplayer system conception in other projects.
  • Prototyping gameplay systems.
  • Documentation.
Sony Online Entertainment (January 2005 - October 2005)

   Contract QA

  • Combat Upgrade, Episode 3: Rage of the Wookies, Trials of Obi-Wan, NPE   (PC)
  • Combed through given expansions pack(s) and existing content to track down issues in both internal and online environments.
  • Created documentation for future content for QA verification purposes.
  • Maintained database updates from development used in the distribution of tasks.
  • Trained and managed members of the department through instruction and task assignment.

Acclaim Studios Austin (August 2002 - August 2004)

   Game Designer

  • The Red Star  (PS2, Xbox)
  • Responsible for entire NPC/enemy implementation throughout all levels.
  • Successfully used new untested text-based rollout system introduced during the end of the project to completely revise all of the enemy rollout for existing and new content/modes.
  • Worked closely with programmers to fine-tune different tools and UI packages.
  • Responsible for placement of all bipedal and other enemy encounters throughout the game.
  • Handled difficulty balancing in all single-player, co-op, and arena battle mini-game modes and levels.
  • Assumed responsibility and workload in place of another designer's absence.
  • Created/modified perspective camera paths.
  • Created/modified scripted events.
  • Prototyped new attacks/weapons.
  • Involved with major design decisions regarding player package, NPC attacks, and balancing issues.
  • Proprietary tools – level building/scripting.
  • Effective use of proprietary development software with little to no training under tight deadlines.

   Game Designer

  • (cancelled survival-horror)  (PS2, Xbox)
  • Tentative title for concept project.
  • Core member of pre-production for a new project
  • Prototyped gameplay mechanics and controls for new project.
  • In charge of combat system and mechanics.
  • Created content scenarios.

   QA Tester

  • Vexx, NBA Jam 2004, Showdown: Legends of Wrestling, All Star Baseball 2004, Turok Evolution, All Star Baseball 2005  (GC, PS2, Xbox)
  • Combed through a given title(s) to identify and track down any and all issues adversely affecting gameplay and the events leading up to those occurrences.
  • Refined attention to detail further to better understand the development process.
  • Provided numerous feedback and suggestions used within the game.

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

   Art Director

  • Designed layouts for various trade publications, newsletters, featured print advertisements, and web sites.
  • Maintained trade association web site.
  • Worked under a multitude of tight schedules successfully.
  • Primary software: QuarkXpress and Photoshop.

Tocquigny (January 2002 – May 2002)

   Creative Intern

  • Revised layouts and images for presentations, web sites, and final products for high profile clients, such as Dell and Hewlett-Packard.
  • Graphic design and copy writing.
  • Contributed and implemented many ideas for team projects for various clients.
  • Responsible for creating digital portfolio of company’s previous finished projects.
  • Primary software: Photoshop

Freelance Web/ (August 2001 – Present)
Graphic Designer
  • 57cents.com
    Personal digital portfolio site
  • ConsiderTheKids.com
    Web team in charge of converting print creative into web version
  • TicketCity.com
    Editing and creation of banner/button online ads and print advertising for marketing

Electronics Boutique (October 1998 – December 2000)

   Sales Associate

  • Handled direct sales, customer service, and technical support for all platforms and genres of products.
  • Successfully created many loyal customer relationships with the store and for the company.
  • Involved with execution of various marketing strategies.
  • Trained new employees.

 
Skills Education
Software Skills
  • 3D Studio Max
  • Maya
  • LUA
  • Adobe Photoshop
  • Adobe Illustrator
  • QuarkXpress
  • Macromedia Dreamweaver
  • Adobe Pagemaker
  • MS Office (Word, Excel, etc)
  • File Maker Pro
  • Source Control (Perforce, CVS, Visual SourceSafe, SVN Tortoise)
  • HTML
  • Javascript
  • Operating Systems:
    • Windows 97, Me, 2000, XP
    • Mac OS

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

     
   
-- v3.0 --
Return to Home Page Works Done Professionally Experience and Education Personal Views and/or Criticisms Contact Information