docx - Stephen Oyarijivbie

advertisement
STEPHEN OYARIJIVBIE
stephen.oyarijivbie@gmail.com
16325 Cleveland Street, Redmond, WA 98052
stephenoyarijivbie.com | (518) 221-4109
Technical Skill Set
Game Design

Game Mechanics Design

Character Design

Combat Systems

Level Layout

Design Communication
3D/2D Art

3D Modeling

UV Unwrapping

Texturing

Modular Assets Creation

Menu Systems
Software

Unity 3D

Unreal Editor 3 and UDK

Autodesk Maya and 3DS Max

Adobe Photoshop and Flash

Microsoft Office (Word, Excel)
Libraries and Languages

C++, C#

ActionScript3.0

HLSL

Java

DirectX 10/11
Experience
Fat Princess Adventures – Senior Combat Designer
Fun Bits Interactive, Seattle, WA





Designed, scripted, and implemented an assortment of enemy behaviors, encounters, and boss battles
Collaborated with artists, engineers, audio, and animation to deliver a readable and memorable enemy experience
Worked with level designers to create extraordinary encounters through pacing, scripting, and enemy placement
Fine-tuned frame data, health, and damage values for enemies to challenge players in a wide variety of situations
Identified gameplay and balancing issues, then applied a methodical approach for deep creativity and logical solutions
Microsoft Project Spark – Combat Designer
Team Dakota (Microsoft Studios), Redmond, WA






Oct 2012 – Dec 2014
Owned the feel of combat, controllers, and locomotion systems, focusing on responsiveness, accessible and fluid motion
Responsible for ongoing balance of characters frame data, encounter difficulty, and skirmish composition
Collaborated and iterated with all departments ensuring mechanics, visuals, and content enhanced the combat experience
Extensive encounter design work creating solid combat spaces, AI Navigation Meshes, NPC Spawners, and object placement
Mindgamers – Technical Design Lead
Mindgamers LLC, Rochester, NY



Dec 2013 – Jun 2015
Conceptualized, prototyped, and implemented 3rd person action game character’s mechanics from paper to production
Created and modified combat features, tuned attack animations, and non-playable characters behaviors
Built shared behavior system used by over 30 enemies, and implemented their abilities for drop in and play AI
Extensively implemented combat encounters, owning the second-to-second gameplay experience
Led strike team, worked with engineers, animation, audio, and VFX to create combat messaging
Elevated effective boss design and boss battle encounters from concept phase to implementation completion
MechKnight Chronicles – Combat Designer
Dinosaur Games, Austin, TX




Jun 2015 – Sep 2015
Sep 2012 – May 2013
Collaboratively designed, implemented, and balanced gameplay systems
Iterated, balanced, and tuned features based on feedback from the team, and routine user testing
Developed and maintained concise design documentation, including mechanics, UI flows, and progression
Card Kingdom – Game Designer
Independent Project, Rochester, NY
Jul 2011 – June 2012





Pitched, designed, and directed the production of a 3rd person brawler themed around playing cards
Established and achieved project goals and milestone deliverables
Defined creative direction and priorities for the game, including design, art, animation, audio, and engineering
Consistently met short deadlines during the agile development process
Contributed level layouts, 3D modeling, encounters, enemy design, VFX, character metrics and balancing, team growth,
product promotion, gameplay controls, and overall gameplay systems




Independent game, Card Kingdom, won 4th place in the Vicarious Visions Student Challenge at RPI’s GameFest 2012
Student game, Journey to Atgaderum, was featured at 2009 PAX East and 2010 Foundations of Digital Game Design
As an intern with Ratatoskr Entertainment, impressed company owner and was promoted to “Founding Member” status
College Delegate while at Rochester Institute of Technology, demonstrating the ideals of RIT and academic achievement
Awards and Recognition
Education
Masters of Science, Game Design and Development, May 2012
Bachelors of Science, Game Design and Development, May 2010
Rochester Institute of Technology, Rochester, New York
Download