
MY WORK

Create overall gameplay design and specify all comprehensive game systems: puzzles; quests; NPC character development; story; user interface; dynamic treasure maps; parlor games; landscape/islands; character advancement; avatar design. Called for the creation of cooperative social game systems designed to link players together, creating a tighter social fabric. Work closely with programmers and artists.

Liaison between 3rd party developers and various Ubi.com internal departments to guide developers and help them make the “right” game through formal review, design of additional systems and teaching “best practices”

Liaison between 3rd party developers and various Ubi.com internal departments to guide developers and help them make the “right” game through formal review, design of additional systems and teaching “best practices”

Creative Director for this successful developer of massively multiplayer entertainment software, set the initial creative vision for Asheron’s Call 2 and provide leadership and direction for the product design team. Recruit, train and manage team of system and content designers and writers responsible for Asheron’s Call 2. Negotiate with the publisher (Microsoft) to define the product’s feature set, and assist in creating the development schedule and multi-million dollar project budget.

Disney Interactive Studios (DIS), Glendale, CA (2006-2009) Sr. Designer, Online Design console complements to the Club Penguin online experience (DS, Wii, etc.), and focused the cross-platform and multiplayer gameplay elements. Worked closely with the Club Penguin team to ensure their support and approval, culminating in the top-selling 2008 Club Penguin DS game. Acted as the sole designer, documented, built and focus tested “DGamer”, Disney Interactive’s Nintendo DS-based online kids’

University of Southern California, Los Angeles, CA (Spring, 2007; Fall 2007) Adjunct Faculty, Multiplayer Online Game Design Part of the prestigious Film School, USC’s Interactive Media Department offers graduate and undergrad degrees in game development. This upper level course provides insight into the world of online & multiplayer games. Analyzing ARGs, MMOs, Social Networks, data-mining, social dynamics and how game designers craft human interaction experiences comprise my curriculum.

Ubi Soft/ubi.com, Montreal, PQ, Canada (2003-2003) Senior Design Analyst Liaison between 3rd party developers and various Ubi.com internal departments to guide developers and help them make the “right” game through formal review, design of additional systems and teaching “best practices” (data-mining, empirical focus studies, gameplay balancing techniques). Comparative research and analysis of innovative MMO development

Disney Interactive Studios (DIS), Glendale, CA (2006-2009) Sr. Designer, Online Design console complements to the Club Penguin online experience (DS, Wii, etc.), and focused the cross-platform and multiplayer gameplay elements. Worked closely with the Club Penguin team to ensure their support and approval, culminating in the top-selling 2008 Club Penguin DS game. Acted as the sole designer, documented, built and focus tested “DGamer”, Disney Interactive’s Nintendo DS-based online kids’
NOT THE DETAILS.
"THE DETAILS ARE
THEY MAKE
CHARLES EAMES

