Resume
- Passionate and creative individual that gets teams excited about development.
- Fast learner with a thirst for knowledge that drives and inspires others to improve.
- Creative problem solver that sees issues coming and helps teams to avoid them.
Professional History
Carbine Studios | Creature Spawner | August 2010 – Present
Hired as the first Creature Spawner at Carbine. Tasked with managing the creature population, controlling the pace and intensity of combat encounters through creature placement, and managing creature AI.
- Contributed to a successful prototype which is now the model for all content design.
- Collaborating with programmers to create new and improved functionality for tools and AI.
- Scripting vignettes and staging interactions to give context to the world.
Riot Games | Development Intern | May 2010 – August 2010
Hired to playtest and give design feedback. Additional responsibilities include testing features and reporting bugs to verify functionality, content, performance, playability, and compatibility.
- Contributed to the level design of the game’s third map, The Magma Chamber.
- Submitted champion kits to the Design Director to improve design skills.
- Offered a full time position at the conclusion of the internship.
Day 21 Studios | Game Designer | Oct. 2009 – Jul. 2010
Initially hired to balance and final a Flash Tower Defense game. Quickly assumed additional responsibilities including concept and pre-production on the studio’s next games.
- Devised numerous feature additions to the game to increase the variety of gameplay.
- Created the creeps, towers, and weapons, and balanced the game in two weeks.
Longtail Studios | Game Designer | Feb. 2008 – Oct. 2009
Hired as the 2nd Designer and 8th employee of a new studio in Prince Edward Island, Canada to help the studio shift its focus from mobile games to the handheld and console market. Lead the design on the studio’s first Nintendo DS and Wii games.
- Spearheaded the production of a tool that allowed designers to script world events.
- Hand-picked to be the game designer on Longtail’s first concept development team.
- Built a working prototype of Best Friends Tonight using Neverwinter Nights as a proof of concept before the game’s engine was ready.
Education
Vancouver Film School | Diploma in Game Design | Vancouver, B.C. Canada - 2007
Key Skills
- Game Systems and Mechanics
- Game Tuning and Balancing
- Detailed and Clear Documentation
- Concept Development
- Thorough Understanding of the Game Development Process
- Unreal Editor 3 and UDK
- Flash
- Photoshop
- 3DStudio Max
- Microsoft Office Suite
Awards and Recommendations
Received 2nd place for CTF-Evergreen
IGDA Unreal Engine 3 Worldwide Level Design Contest
“Jimmy is an extremely well rounded person that has no trouble communicating amongst a team of any size. He has the ability to easily bridge the gap between disciplines which makes him a extremely valuable. I have worked with many designers in my career, but very few have as raw talent and passion for this industry as Jimmy. I am asked for a lot of recommendations day-to-day and very few people would I recommend as highly.”
- Stephen Macdonald, Senior Artist, Longtail Studios PEI
“Jimmy is a truly stellar team player, ambassador and bridge builder. Every team that he works with has a better attitude, greater success rate and produces better quality work.”
- Shane Neville, Studio Manager, Longtail Studios PEI
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