DAN RUBENFIELD EMPLOYMENT 2011-2015 KIXEYE San Francisco, California Executive Producer/General Manager, Armor Led creative vision, core design, foundational technology, tooling and implementation of cutting edge first-person immersive vehicular combat game using Unreal Engine 4 Managed and led team of 23 developers to complete AAA quality work at a fraction of the cost and time typically required. Designed and implemented core gameplay systems, UI framework and blueprint tooling, combat and weapon systems in both blueprint and c++ Maintained extremely optimized P+L for a high end development team, leveraging extensive outsourcing to minimize cost but maximize quality Worked with Engineers, Designers and Artists to create best-in-class virtual reality experience for the DK2. Delivered milestones at a high level of quality at >80% success rate The Game Designer, TOME First game designer hired for the company, spearheaded creation of the core discipline, workflow and processes for Designers at a purely product/engineering focused company Spearheaded first adoption of existing 3d game engines for product development to increase developmental efficiency and product quality Extensive design, development, direction and creative leadership on a best-in-class browser based MOBA. 2011 Department of Behavior and Logic San Francisco, California Integration Agents/Evangelist, Cabana Evangelized, Documented and Refined workflows to maximize creative output by nontechnically minded audiences Worked extensively in Javascript and custom tools to create documentation, samples and API wrappers to facilitate tool deployment to a mass audience. Responsible for integration of external API’s and bridging the technology understanding gap with a custom app-building software framework. 2009-2011 The Workshop Los Angeles, California Lead Designer, Sorcery Created entire design framework for cutting edge new IP for the Playstation 3 using the Unreal 3 Engine using the Playstation Move controller. Managed and scheduled feature scope for design team. Worked with Creative Director to brainstorm, formalize, document, schedule, prototype and evangelize design ideals for new product. Worked with technologists to document, prototype and create efficient designer pipeline 310-699-0813 • LORDPALL@GMAIL.COM 2830 ORTEGA• SAN FRANCISCO, 94122, CALIFORNIA and workflow for content generation Scheduling and management of team and feature scopes across disciplines. Extensive content generation and implementation using Unreal 3 2008-2009 Recoil Games Oy Helsinki, Finland Creative Director, Earth No More Created, maintained and evangelized creative direction for Next-Generation FPS using UE3 game engine. Managed and mentored design department personnel to maximize both development output and design professional growth. Developed extensive best-practice processes for design development and tool pipeline within the Unreal Engine. Adapted external narratives and goals to create Next-Generation IP and gameplay Extensive documentation, scheduling, prototyping, content creation and review. 2006-2008 Sony Computer Entertainment Europe London/Cambridge, UK Concept Team Lead, SCEE Cambridge Worked with a variety of individual teams, jumpstarting new idea and concept generation for new products. Developed, maintained and evangelized creative direction and vision for each of the new concepts to presentation and prototype phase. Facilitated idea development, brainstorming, documentation and prototyping idealogoes throughout the studio. Mentored and trained design staff in Design best-practices and development. Lead Designer, Home Led creative direction and vision for unique Playstation 3 online title Extensive revenue modeling, management and planning for new online infrastructure and business model. Pushed for adoption of new online-community approach to maximize future online revenue and community building. 2001-2006 Sony Online Entertainment. Austin, TX Senior Prototype Designer, Sony Online Entertainment Prototyped PS3 camera, control and combat schemes for DC Comics online using UnrealScript. Worked closely with other design disciplines on DCU to iterate and prototype full versions of major game systems. Interfaced directly with local management and art teams at Sony Pictures to develop new control and UI paradigms for online casual PS3 Arcade products. Lead Designer, Star Wars Galaxies Managed and mentored staff of 15 designers Developed and deployed new development and documentation processes designed to empower and focus design capabilities Led new player initiative to coincide with multi-million dollar ad campaign for the 2005 Holiday season Spearheaded both direction and goals for 2005/2006 live and expansion development plan Lead Systems Designer, Star Wars Galaxies: Jump To Lightspeed Managed systems development design staff Developed twitch combat model in proprietary scripting language for fast paced MMO space flight game Developed extensive tools and work processes for worldbuilding and content generation teams Developed unique data storage backend to minimize database architecture and systemic overhead. Senior Designer, Star Wars Galaxies Developed phase based combat system Developed large scale dynamic content generating mission system Developed world spanning dynamic player-based spawn system Developed unique Jedi system from pre-existing design in record-breaking time 2000-2001 Infogrames Inc. Austin, TX Design Manager/Senior Designer, Dungeons & Dragons Online Managed and scheduled design team. Designed, prototyped and documented generic dynamic content generation system for use with underground, overland and structurally oriented game-spaces. Designed and documented accessible yet strategically oriented adaptation of 3rd edition D&D combat system. Executed on core vision delivered by remote design team to fit within original budgetary and resource constraints. 1999-2000 Origin Systens Austin, TX Designer/Programmer, Ultima Online: Renaissance Developed visual basic automation and display tools to remove and localize static text strings from 1800+ c/wombat files for localization. Developed and wrote a suite of designer tools for automated source control and ease of implementation of new localized file formats. Developed a new user tutorial within our current server architecture Developed a global warfare, economic control and political system for our pvp enabled areas. Researched and presented schedules and cost analyses for replacements for our existing sound, patch and client subsystems. Designed, scheduled and presented a complete replacement for our current interface using existing client technology Extensive maintenance of existing subsystems of Ultima Online 1999 Bootprint Austin, TX Designer, Wrath Developed demonstrable prototype with programming staff. Designer, Viscera Extensive design tasks related to pre-production of an action RPG 1998-1999 Ion Storm Designer, Deus Ex World Geometry Construction In-depth research and documentation Austin, TX 1996-1998 Origin Systems Austin, TX Designer, Ultima Online Wrote extensively in Wombat, a proprietary scripting language. Worldbuilding and city construction tasks Designed and implemented Combat, Spawn Manager and the core of the magic system. Designer, Ultima IX Documentation and System Development High level programming in C++. EDUCATION 1993 - 1995 University Of North Texas Denton, TX Computer Science Studied Computer Science at the University of North Texas. Became involved with the LARC group, a university sponsored computer game programming organization. Worked through two complete development cycles, from design to completion, for a course associated with the LARC group. REFERENCES Available on request