email: mechamegan@gmail.com portfolio: www.meganperry.org GAME DESIGN CREDITS Cardboard Cthulhu (Self Published) 2015 TBA Mobile Game (Android/iOS) In Development Wildstar (PC) June 2014 World of Darkness (PC) Cancelled All Points Bulletin (PC) July 2010 Marvel Ultimate Alliance 2 (Xbox 360) 2009 Transformers 2 (Nintendo DS) 2009 Go, Diego, Go! Rainforest Rescue (Jakks) 2006 The Santa Clause 3: The Escape Clause (GBA) 2006 PROFICIENT TECHNICAL SKILLS Unity 3D including 4.6 uGUI C# Perforce Microsoft Office Suite Adobe Creative Suite Project management and bug tracking software including Hansoft, Jira, Dev Track, and SharePoint Unreal Engine 3ds Max PROFESSIONAL EXPERIENCE Independent Game Developer (multi-platform) January 2015 - Present Seattle, WA I am currently working on a solo project in Unity 5 titled Cardboard Cthulhu. The game is an arcade-style space shooter heavily grounded in the Lovecraft universe, and optimized for initial release on Android devices. Features Included: ● Endless gameplay mode that increases with difficulty as the player progresses. ● Unlockable vehicles and in-game currency system ● Lore library with streaming audiobooks ● Google Play Games services including Achievements and Social Leaderboards Principal Game Designer, TBA (Android/iOS) August – December 2014 Bellevue, WA As the sole game designer and developer at a new start-up focusing on competitive mobile games, I used Unity 4.6 to implement all elements of the gameplay systems and content. Responsibilities Included: ● Scripting functionality for elements such as gameplay, UI, player progression, and monetization. ● Setting up Android APKs for test releases and input SKUs into billing dashboards. Game Programming Instructor, Academy of Interactive Entertainment Aug 2012- Aug 2013 Seattle, WA AIE is a non-profit college based out of Australia. My primary job for the 2012/2013 school year was to teach the 2nd year programming students C# and Unity development to expand on their C++ background from 1st year. I led the senior project; bringing together the art and programming classes to develop a 3D tower defense game using traditional studio project management methods such as SCRUM, and administrated Hansoft, and Perforce. Post-graduation I was developing a curriculum to be delivered for a new game design degree, the Advanced Diploma in Game Design and Production. Responsibilities Included: ● Deliver Lectures and Exercises from an approved course plan ● Prepare students for jobs in the game industry including building a portfolio and resume ● Review code and make suggestions or corrections to student games ● Prepare powerpoints and other visuals Content Designer, Wildstar (PC) Carbine Studios/ NCsoft 2011-2012 Aliso Viejo, CA I designed and implemented content for a massively multiplayer, action/RPG using a variety of proprietary tools. This content includes various quests, player path missions, challenges, and more. Responsibilities Include: ● Scripting functionality for quests, vignettes, player progression, and other types of content. ● Spawn creatures and design combat scenarios ● Write quest text, dialogue, and communicator calls in the distinctive voices of the NPCs ● Make natural-looking pathing for friendly and enemy ambient AI, as well as scripted encounters Systems Designer, World of Darkness (PC) CCP North America 2010 Atlanta, GA Responsibilities included: Designing gameplay systems and mechanics (PC MMO), Writing and maintaining design documentation, Authoring scenarios, UI tuning (including notification behavior), Brainstorming for World of Darkness and EVE Online, Participation in daily playtests ● Designed a social networking system integrated with the game’s political structure ● Designed the in-game shopping system, and collaborated with other systems designers to create an elegant shopping solution for a game with no tangible currency ● Wrote several different monetization and subscription proposals, as well as outlined a strategy to include real-world merchandising to expand the game universe ● Explored several trans-media designs to connect client-based gameplay with mobile and browser interfaces Creative Designer, All Points Bulletin (PC) Realtime Worlds 2009 Dundee, UK Responsibilities included: Building mission content (including dialogue), Organizing participants and running daily internal playtests, Writing narrative (colorful yet concise), Brainstorming and playtesting all design elements ● Attended the Scottish Modified Car Show with the community and art teams to talk about the cars in the game for the video blog ● Created scenarios with under-used mechanics for each faction to encourage a wider variety of gameplay for all players ● Met with the new team working to re-launch the game and communicated some of the original team's proposed improvements and additional features which would help make the game a success Scenario Designer, Vicarious Visions 2008 Albany, NY Responsibilities on Marvel Ultimate Alliance 2 (Xbox 360) included: Designing vertical slices of the game from concept stage to beta level implementation ● Wrote design documentation and maintained wiki pages ● Built 3D levels and placed objects using proprietary editing tools and 3ds Max ● Scripted moment-to-moment gameplay elements, boss fights, and engine driven cut scenes ● Made natural-looking pathing for friendly and enemy AI sequences, as well as scripted combat encounters ● Implemented and fine-tuned pathfinding graphs to meet each level’s needs ● Presented level progress after every sprint, and worked on actionable items from feedback ● Became familiar with source material and recreated comic panels of key scenes in-game Responsibilities on Transformers 2: Revenge of the Fallen (Nintendo DS) included: ● Designing, implementing, and testing 3D levels ● Creating vehicle AI types and setting up behaviors, including movement, animations, and attacks ● Setting up and testing obstacles and physics puzzles, including a driving course Lead Designer, 1st Playable Productions 2006 Troy, NY Interfaced with publisher, and designed all aspects of Go, Diego, Go! Rainforest Rescue (Jakks TV Games) ● Wrote GDD and supporting documents ● Led a team of artists and programmers ● Intensive debugging and problem solving, assigned or fixed all bugs from external Q/A ● Tuned dynamic difficulty adjustment within levels and game wide ● Conducted research on the intellectual property being used for the game ● Scripted A.I. sequences and cut scenes ● Built geometry and collision of levels and placed objects using proprietary editing tools ● Created and implemented first pass SFX, art, and animation ● Designed and implemented 2D levels for The Santa Clause 3 GBA game INDUSTRY ACTIVITIES ● Membership and Volunteer Coordinator, IGDA Seattle Board of Directors ● Co-organized and ran the IGDA Seattle Game Creator’s Summit in 2013 ● Organized volunteers and ran on-site operations at the IGDA Summit in Seattle, 2011/2012 ● Spoke on roundtables and panels at GDC 2006 and PAX 2007 ● Volunteer work at industry events such as GDC, E3, LOGIN, Casual Connect, PAX, and PAX East AWARDS ● IGDA student scholarship, Game Developers Conference 2006 ● Microsoft Most Valuable Professional award for Xbox 2008 – 2009 Designer, Monster ♥ Kitty, Global Game Jam 2009 Albany, NY Winner of "Best Design" and "Player's Choice" categories ● Designed game mechanics and implemented levels for a 2D puzzle platformer using XNA ● Recorded, edited, and implemented SFX and music