Ethan Kennerly Tianjin, China (天津) US citizen, will relocate kennerly + finegamedesign – com I script systems and missions in Python and create content in BigWorld and Flash Experience GlobeX Studios (构思科技(天津)有限公司), Tianjin, China, March 2011 - Present Lead Level Designer (资深策划组长): 7 designers populate 25 km2 of 神骑世界 (Secret Kingdoms) free to play MMORPG (8 wks). In Python, script boss AI (1 wk). Design and insert 2000 equipment (1 wk). Co-build tutorial and co-illustrate (2 wks). In client, script spawn map; in worldeditor, script spawn preview (1 wk). In Python-Excel, chart 7000 mobs and 700 quests (1 wk). Specify, simulate, and import quest loot (1 wk). Game Development, Hogeschool van Amsterdam, Netherlands, September 2010 - March 2011 Gastdocent II (Guest Lecturer II) (part-time contractor): Co-designed class "Game Design 2." Hosted workshops: level design, system design, and playtesting. Fine Game Design, Los Angeles, Seoul, and Amsterdam, June 2009 - August 2010 Independent Designer/Programmer: Flash-Python proof of concepts to animate Go, typing, and English. Flash-Python toolkit for test-driven development of client/server. Interactive Media, School of Cinematic Arts, USC, Los Angeles, August 2006 - May 2009 M.F.A.: Designer/programmer on language learning and procedural graphics game. Assisted semester of "Game Design Workshop." Advisors: Chris Swain, Paul DeMeo. Incognito Entertainment (SCEA, Sony), Salt Lake City, Utah, March 2006 - August 2006 Designer/Scripter (contractor): Scripted a single-player mission and intro for Warhawk (PS3 multiplayer only). In game, scripted tool to trigger, spawn, and path vehicles. Collaborated on infantry AI. First draft scripting language reference (2 wks). TableStar Games (board game publisher), Berkeley, California, February 2005 - February 2006 Game Developer: Co-analyzed HeroCard system. Co-art directed Cyberspace. Interim Director of Development, May - Aug 2005: Managed five HeroCard games. Digital Entertainment and Game Design, ITT Tech, NIIT (textbook publisher), 2004 Author (contractor): First draft & some illus. of chapter, "Game Script and Storyboard Creation" (80 pg, 2 wks). Instructor’s manual, Game Interface Design (290 pg, 4 wks). Special Major - Computer Game Design, San Francisco State University, 2002 - 2004 B.A.: Created major of algorithms, animation, and screenwriting. Department honoree. Nexon, Inc. (넥슨-미국 MMO developer), Santa Clara, California, 서울 (Seoul), Korea, 1997 - 2002 Game Director, 1997-2002: US employee #3. Operated US launch of The Kingdom of the Winds and Dark Ages. Designed and scripted: Dark Ages religions, legends, politics, arena, guilds, contests, events, team quests, and a few levels and bosses. Scripted with proprietary unstructured programs and finite state machines. Collaborated with programmers and artists. Wrote server reference manual (300 pg, 5 wks). Consultant, June 2003: Advised US managing director about Mabinogi (MMORPG). 계획자 (Game Planner), Korea, 2002: Wrote some systems, UI, story (cancelled MMO). Localization Producer, 2001: QuizQuiz (casual MMO, QPlay) US alpha in one month. 20th Century Fox, Los Angeles, California, 1997 Game Concept Designer (contractor): The X-Files Trivia Game (board game). Highlights of Credits Game Platform Developer Role Year 神骑世界 PC MMO (Secret Kingdoms Online) Runesinger (한글) PC 构思科技 (GlobeX Studios) 资深策划组长 (Lead Level Designer) 2011 USC (MFA thesis) Designer/Programmer 2007-2009 Warhawk HeroCard Nightmare PS3 online Incognito (SCEA) Designer/Scripter 2006 Board game TableStar Games Design Team 2005 Game Designer and Co-Art Director 2005 HeroCard Cyberspace Board game TableStar Games QuizQuiz (퀴즈퀴즈-미국) PC MMO Nexon, Inc. (넥슨) Localization Producer Dark Ages (어둠의 전술-미국) PC MMO Kingdom of the Winds (바람의 나라-미국) The X-Files Trivia Game 2001 Nexon, Inc. (넥슨) Game Director 1998-2000 PC MMO Nexon, Inc. (넥슨) Game Director 1997-1998 Board game 20th Century Fox Game Concept Designer 1997 Highlights of Publications and Presentations Independent Games Festival, "Runesinger" (student honorable mention), 2010 Games for Change, Mediateca Arcadia, "Civ. IV: Quality of Life" (exhibit), 2009 Game Developers Conference, "Mechanics-Dynamics-Aesthetics" (assistant), 2009 Dutch Game Garden, Korea Game Conference, "Prototyping Gameplay," 2009 ISAGA, INTETAIN, IEEE-GIC, TCETC, "Runesinger: gameplay = phonics," 2009 Charles River Media, "Graph Theory for Designers" (two chapters, MMO GD2), 2005 ITT Tech, "Game Script and Storyboard Creation" (chapter, some illustration), 2004 ITT Tech, Game Interface Design (instructor’s manual, some illustration), 2004 IGDA, "Persistent World Design" (co-editor of a section with Gordon Walton), 2004 Gamasutra.com, "Better Game Design through Data Mining," 2003 Education Interactive Media, M.F.A., Cinematic Arts, University of S. California, May 2009 Computer Game Design, Special B.A., magna cum laude, San Francisco State, 2004 Software Advanced: Game scripts. BigWorld 2.0, Python 2.6. Excel '07, PowerPoint '07, Word '07. Intermediate: Level editors. ActionScript 3, C++, Flash CS4, gVim 7, HTML 4. Beginner: Audacity, Blender, CEGUI, DAME, FlashDevelop, Flixel, GlovePIE (wiimote), Go (GTP, SGF), Illustrator, InDesign, InnoSetup, JSFL, Maya, MIDI, Newton Dynamics, OGRE, Photoshop, Premiere, Project, PyAMF, SketchUp, SQL, TortoiseSVN, Twisted, Unix, Visio. References available on request. Some portfolio samples online: fine game design . com