|
|
Organization and Management
Can well document, describe, and explain things and have done so numerous times. My books and tutorials are an example of that. For the game "The Chronicles of Spellborn" I designed the workflow of the environment team, and documented and designed most new editor features. Likewise for The Ball.
I don't create things by intuition like many, I know exactly why I need to include certain elements, and can communicate that reasoning. My level design book is a good example of that. In that book I explain why certain things work out better than other things. How certain design decisions will impact the entire level, and how to make the right decision, at the right time.
I am punctual and exact, but in a friendly way. I want things on time. Punctual with paper work and schedules. In early in the morning.
Strong desire for having the overview on everything that happens, why it happens, when it happens.
Highly independent and self-driven worker. I do not need anyone standing next to me, or feeding me inspiration. My huge number of personal projects are a perfect proof of that. I have only used concept art for about 1/20 of everything I have ever made. I like talking things through with my co workers, and coming up with ideas and inspiration as a group.
Strong urge for speed and efficiency. The huge number of projects I have completed in just a few years time show so. I have occasionally worked on three to four commercial projects at the same time. It would have been impossible to create this much in so little time if I wouldn't possess the skill to handle my time really efficient.
The game "The Ball", which I directed and led, has hit every deadline without a hitch. Each release was delivered on time and "with razor sharp focus" (according to this interviewer). We created a large and very polished singleplayer game, with just a handful of people, in little time.
Plenty of personal experience with creating gameplay, models, textures, sounds, lighting, particles, and so on. I know what matters for the artists and designers working on those parts of the game and how long certain tasks should take. I have first hand experience on all the aspects that surround level and environment design.
Experience working with both the traditional waterfall management style, as agile development. I prefer a mix of both.
As the Project Lead of "The Ball" all communication and everything that happened went via me. I handled a team of up to 15 people at its peak, I handled all outside communication. I took care of everything to do with press, legal, marketing, and business. I set milestones, and made sure those milestones were met.
Gameplay and Art Direction
I have a strong view on colors, concepts, architecture, and anything else related to the look and feel of an environment and the game as a whole. Consistency and balance is everything for me.
I am well aware of advanced composition rules and hidden symbolism within environments.
I have styled and/or directed about 95 percent of all the levels and art work I have ever made. I personally almost never use concept art, because I know exactly what I want, and how I want it.
I am very well aware of the technical limitations hardware enforces on us, being an artist and designer myself, and I am very much into Efficient Design. Designing and styling things by starting off by looking at the available time, resources, and technologic capabilities, rather than starting from dreams and then trying to make the impossible possible.
For the game "The Chronicles of Spellborn", I designed and directed about 75 percent of the world. I designed the original environment style, that all the environments in the game are based on. For the game "The Ball" I have designed the entire art style, and I designed the large majority of the gameplay.
|
|
|
|
|