Resume

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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
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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
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