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Game Designer Resume Samples
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0-5 years of experience
Successfully lead 4 separate projects from green light to completion, and created high concept ideas that obtained contracts with publishers and generated revenue for the company.
- Established the creative vision for multiple projects on the Wii, Xbox 360, DS, SPG, and Ultimotion platforms while maintaining the quality of license and design throughout each project.
- Designed levels, enemy encounters/spawn placements, and boss A.I.
- Designed 2 Ultimotion titles with accelerometer technology from researching body movement in games.
- Set up weekly design meetings to encourage better communication amongst the designers, which helped conjure up ideas for all projects, and allowed for improved allocation of design resources.
- Established relationships with publishers and increased proficiency in communication between them and the studio.
0-5 years of experience
- Created new game experiences, control systems, and interaction paradigms for Kinect, which became the fastest- selling consumer electronics device of all time.
- Prototyped gameplay mechanics for Rallyball and Reflex Ridge activities in pack-in title Kinect Adventures.
- Invented methods of communicating the concept of a “play space”, and the player’s position within it, which were adopted across multiple studios and launch titles.
- Acted as design liaison from [company name] Studios to the Kinect reserved gesture team, resulting in the choice of a gesture that minimized gameplay conflicts.
- Collaborated with User Research team by developing questionnaires, observing user research sessions, analyzing playtest results, and iterating based on player feedback, improving player success rate by 300%.
- Presented Kinect Avateering talk to audience of over 100 professional game developers at [company name] Gamefest
0-5 years of experience
Led the development of two projects, one licensed IP boardgame to iPad translation, one original IP and game design for iPad, PC & Mac (through Steam).
- Conceived and designed the core game design and IP for the company’s first original iPad game.
- Created and managed project schedules for both titles.
- Led the game design team adapting the existing board game to the iPad market, mapping out plans for acquisition, retention, engagement and monetization.
- Worked with the GM and Creative Director to research and approach board game companies to discuss translation of their games from one market to another.
- Coordinated between the game design team, art team, sound team and marketing team to ensure everyone was on the same page, working towards the same vision.
0-5 years of experience
Created art asset lists, designed art pipelines and provided art direction for games.
- Managed the development and design of in-house tools for torque engine games.
- Designed, textured and modeled 3d game objects and provided direction and feedback to maintain a similar look and style for all art throughout the game.
- Created environment levels using our in-house level editor for quests.
- Scripted and wrote story driven in-game tasks.
- Compiled and edited documentation for sound effects and voice recording.
0-5 years of experience
Designed and developed multiple original trading card games for [company name], including Shaman King, Kiba, and Huntik, primarily with Brian Hacker as lead, but also as part of a broader team.
- Designed and developed sets for Vs. System TCG.
- Early design and development for World of Warcraft TCG.
- Wrote multiple rule books and strategy articles, coordinated with online community in Japan for Kiba TCG.
- Generated extensive creative content, including art descriptions, flavor text, and original IP development as part of the brand team.
- Managed card databases, coordinated with engineers and artists, and participated extensively in brand meetings.
0-5 years of experience
Designed notifications, item drop images, “game over” screen, [company name] title, and tree health meter in Photoshop
- Developed game’s simple story, theme, and contributed to team’s living GDD
- Wrote scripts for tree’s health, platform movement, “new wave” countdown, sound controllers, and more
- Rapidly prototyped three fully playable levels and cut two due to time and technical restraints (enemy pathing)
- Balanced wave systems, item drop percentage, level design, fun, difficulty, and pacing
0-5 years of experience
Co-designed, wrote and developed two board games; Dragon Chess and Rampaging Jotunn board game
- Soley designed, wrote and developed two expansions for Rampaging Jotunn
- Responsible for the overall look of the illustrations, game boards, game cards, tokens, rule books and various game related collateral
- Directed multiple freelance illustrators to achieve a cohesive look for each game, ensuring each game retains it’s own unique aesthetics
- Redesigned and updated the company logo
- Created multiple product exploration packets, detailing possible additional game designs, logo design, tag lines, product & packaging
- Coordinates all materials, printing and collateral needed to produce a viable product that is cost effective and affordable to consumers
- Created multiple prototypes of game materials and packaging to ensure both the design and product quality are consistent
0-5 years of experience
I was hired as a game designer and production artist for this local Dallas interactive
agency. Art directed and designed over 100 projects, with an average workload of 2-3
projects at once. Worked on teams with project managers and developers to create
rich websites, games and mobile applications for clients such as American Airlines,
Anheuser-Busch, Universal Pictures, Organic Valley, Post Cereal, Sonic, Cinemark,
Baker Brothers, Nabisco and LEGO.
- Created static and Flash animated illustrations for use in online advergames.
- Designed and illustrated applications for iPhone, iPad, and Android.
- Designed a variety of print materials, from DVD covers to large-format signage.
- Designed front-end for websites and consumer kiosks.
- Was responsible for designing and maintaining company newsletters.
- Participated in client proposals, project brainstorming and wireframing.
0-5 years of experience
Ratchet and Clank: Going Mobile won numerous awards including Wireless platformer of the year “Editor’s
Choice” 2005, Wireless platformer of the year “Player’s Choice” 2005, and Best action game of 2005, Mobies
- Spider-Man 2: The Hero Returns received critical acclaim
- Designed 11 released game titles
- Handled many production tasks including running daily scrums, taking calls from publisher, managing the art asset
- Created and tuned level content, wrote game dialogue, and tuned game variables
0-5 years of experience
Darksiders 2 (Xbox360, PS3)
- Led AI systems; non-boss enemies
- Developed discrete POI gameplay puzzles for the Z2 Overworld map.
- Designed the enemy ramp; incorporating cinematics to reveal new enemy gameplay features.
- Identified missing AI system elements and overlooked issues, collaborating with various disciplines to ensure implementation of key elements.
- Provided key AI evaluations and fine-tuning for various demos; enemy and boss encounters.
- Gameplay scripting for puzzles and enemy encounters utilizing a visual scripting language.
0-5 years of experience
Developed, and maintained the fiction behind Defiance, a game and television series.
- Created and managed design documentation; lore bible, atlas, mission design, character bios.
- Supported marketing and provided copywriting materials.
- Created and presented content designs and visions to team members and external partners.
- Provided quality assurance testing of game content.
0-5 years of experience
NCAA Basketball 2K3 (Xbox, GameCube, PS2); NCAA Basketball 2K4 (Xbox, GameCube, PS2); NCAA Football (Xbox, GameCube, PS2); College Football 2k4 (Xbox, PS2); World Series Baseball (Xbox, PS2)
- Created Game concepts and GDD
- Organized mo-cap list and directed each session
- Scripting of all plays audio design using the VC tool/play editor
0-5 years of experience
Game Designer – Shoot Many Robots (Xbox360, Playstation3, PC)
- Designed the initial systems including: movement, camera, weapons, combat, enemy AI and world elements
- Visualized game play levels using 3D Studio Max
- Created and authored 9 videos for the 3 game venues, The Warehouse, Milton Keynes, and Fox Theater
0-5 years of experience
Designed systems and content for Magic 2015, Born of the Gods, Return to Ravnica, Avacyn Restored, and other expressions of the core Magic experience
- Designed Commander 2013, Event Decks and other ancillary Magic: The Gathering products intended to expand the scope of the brand and appeal to different player segments
- Tested digital gaming and metagaming content such as Magic: The Gathering Toolbox, Duels of the Planeswalkers, and Magic: The Gathering Online
- Consulted on structure, direction, and support programs for high-level organized play including the Pro Tour, as well as store-based community building
- Stress-tested Magic sets to ensure balance and variety at highest levels of competition
0-5 years of experience
Responsible for drafting and maintaining detailed comprehensive design documentation.
- Designed the initial combat, crafting, progression as well as the content delivery systems for an unannounced next-gen MMORPG.
- Designed and maintained documentation for paper prototypes for experimental next-gen MMORPG systems.
- Created UI mockups and visuals to help convey ideas to a wide audience.
0-5 years of experience
Led design efforts for a casual entertainment version of Microsoft Flight Simulator for PC.
- Worked with team leads to map several game concepts and ideas to project vision established by studio
- Drove team to evaluate each gameplay concept for consumer impact, playability and fun factor.
- Documented various concepts and features for presentation to studio manager and team.
- Developed gameplay prototypes to prove concepts. Tuned various parameters in the Flight Simulator engine to make prototypes more approachable and fun.
- Contributed to the design of a mission editor tool.
- Generated high level designs for various Flight Simulator features.
0-5 years of experience
Ideated and created game proposals for potential clients.
- Submitted PRDs
- Created new game concept; wrote and managed the GDD.
- Researched and wrote internal Game Design features guidelines document for Social and Mobile games.
- Current on trends of best design practices for iOS, and Android.
0-5 years of experience
Collaborated to design a serious game aimed at facilitating weight loss.
- Won the Games for Health competition with Bizarro Olympics.
- Evaluated various video games for instructional methodology.
- Created storyboards, graphics, and game design documents.
0-5 years of experience
Designed, developed and launched “SUGARMONS” for iOS; a fully customizable match-3 puzzle game using Unity 3D, NGUI, and C#
- Assembled and managed a team of 3 to deliver necessary assets on time throughout the development process
- Designed and implemented monetization system consisting of in-app-purchases, ads, and rewards
- Implemented API & SDK such as social media features, Game Center, iCloud, notifications and trackers
- Quality tested and debugged in a systematic and thorough way to find and fix bugs efficiently
- Problem solved complex technical problems that occurred within the game’s production
- Managed social media & marketing of the game
- IT Specialist
0-5 years of experience
Documented and adjusted features and gameplay for social networking game Karma Kingdom.
- Adjusted Flash objects for new virtual goods to make them work in Karma Kingdom.
- Managed the rollout of holiday items for release involving a new team of Indian artists and programmers.
- Managed rollout of Karma Kingdom for Indian game social networking site Ibibo.
- Led the process of creating two new mobile titles.
- Led the testing of all new features and items in Karma Kingdom.
0-5 years of experience
PlanetSide 2 (MMOFPS) – Helped Meet Prototype Milestone
- Learned PlanetSide engine and taught other designers how to use it
- Coordinated the asset creation pipeline with producer and leads
- Managed schedule and assets for weapon/vehicle team
- Led group playtesting and subsequent analysis
- Designed items and monetization, created documents, data and test plans
- Redesigned item spawn system tool with server engineers
- Directed voice recording and implemented sound effects and voice over
- Analyzed daily statistics report for live servers
- Managed events and item mall updates for live servers
0-5 years of experience
Responsible for character and assets concept art for development of game.
- Produced all assets, pixel art, and game art for UI, HUD, pause, and play and quit screens.
- Ensured the quality assurance for game play and visual effects by testing game.
- Worked on development team to ensure completion in a timely manner and before due date.
- Conducted research on current trends and implemented them into the game for accuracy.
10+ years of experience
Translated numerous Japanese video games and other publications into English.
- Provided translations for 13 video game from the Dragon Ball franchise, plus Fullmetal Alchemist: Dual Sympathy and One Piece Unlimited Adventure, for Namco-Bandai.
- Provided full translation of Meikyuu Conquest 3 card game for Adventure Planning Service.
- Translated and independently published Maid: The Role-Playing Game and Golden Sky Stories.
- Designed Channel A: The Anime Pitch Party Game, published by Asmadi Games.
- Translated several DVD booklets for FUNimation.
- Other projects have included websites, comics, and short stories.
0-5 years of experience
Designed and created content, systems and cut-scenes for a multiplatform adventure game
- Developed and supported the core content pipeline and work flows for most assets and systems, including release builds and platform optimization
- Managed content from contractors and offsite team members
- Pitched and created small networked puzzle and educational games
6-10 years of experience
Created beautifully crafted custom visuals and animation, UX and UI, coding, conceptualization and design to make the following apps and games:
- Clown Poke – infinite runner game in development using the Unity engine, coded with Javascript and C#.
- Devil Sword Samurai – action game for iOS and Android, 4 weeks in the top 50 of its category.
- Feebee Mcgee on Planet ABC – educational app, 5 star reviews on all platforms.
- Fortune Teller Crystal Ball – novelty app in the top 100 in its category on Amazon.
- Capital Caveman – web game for MTV’s Addicting Games with over 5,000,000 plays.
- Billy Suicide – web game for Dragon Games with over 2,000,000 plays.
6-10 years of experience
Worldbuilder/Level Design – Die Hard Trilogy 2:Viva Las Vegas (PS2) and Danger Girl (THQ) games
- Various concept/level work – canceled Duke Nukem PS2 game
- Various voice work – multiple Rugrats and Mary Kate and Ashley games
- Concept Designer/Art Director – canceled Austin Powers PS2 game
- Lead Concept designer/Environment Design – Geist GameCube game
- Developed and implemented pre-production guidelines and visuals to streamline and improve workflow
0-5 years of experience
- Developed, programmed and distributed a fully operational computer game.
- Created “Desafio da Bondade” Demo: http://1drv.ms/1w4BuQp
- Produced and designed the game from start to finish while running on a tight deadline.
0-5 years of experience
- Created promotional marketing tools for software products.
- Conducted market research and analyzed trends on the internet and social media.
- Led coordination with developers and artists to ensure a focused effort.
- Supported developers on software projects using a variety of software including: delta3d, Unity, and Blender.
- Created and edited video for various presentations and promotions using iMovie and Final Cut.
- Responsible for creating video game content including: characters, levels, and gameplay features.
- Created detailed documents for presenting games to potential investors.
0-5 years of experience
Designed high-level features for social games in a rapidly growing and fast paced studio as lead designer for The Vampire Diaries: Get Sucked In
- Identified core gameplay issues and pitched solutions within scope and tech limitations
- Wrote narrative arc and first pass character dialog for WB IPs such as The Vampire Diaries and Gossip Girl
- Brainstormed and collaborated with team members to pitch concepts for new and existing IPs
- Collaborated with biz dev. and analytics teams to generate monetization strategies for our social games
- Implemented game design content with Excel and XML
0-5 years of experience
Principal design work on approximately 36 content zones on EverQuest, mainly within “Secrets of Faydwer, ” “Seeds of Destruction, ” “Underfoot, ” and “House of Thule” expansions. Authored and implemented twelve zone designs as the primary game designer.
- Involved with creating backstory lore as needed for various game expansions.
- Led focused beta-testing efforts to acquire playability, balance and tuning feedback.
- Systems design tasks, including player class spell system upgrades and new mercenary roles.
- Involved in high-level design for the next generation of EverQuest; created and submitted a potential design strategy for the next MMORPG title in the series.
0-5 years of experience
Provided creative direction for both PVP and PVE content
- Critical point designer for several E3-award demos in back-to-back years
- Designed, built, and balanced maps, missions, and systemic content
- Championed game’s creative vision to other internal groups, such as production, art, and engineering
0-5 years of experience
Duck&Roll is a rythm game made with Unity 3D engine. It offers a simple and fun game experience. It received mostly good app store reviews.
- Designed overall theme, scenario and songs with detailed world design and content design, inspired by “The Ugly Ducklingâ€
- Designed additionnal gameplay mechanics
- Designed and scripted missions
0-5 years of experience
Tasked to create interesting and compelling content that ensures the development teams
overall vision, scope and core concept for a 2D competitive shooter game for mobile app.
- Produced and pitched numerous amount of inception, concept and design documents
- Communicated and gain feedback from the team to revise and reiterate documents
- Worked closely with the producer, art director and technical lead
0-5 years of experience
Prototyped and pitched new Social Mobile IPs with small and agile multi-disciplinary teams. Two R&D Projects, Looney Tunes Dash!, Hidden Shadows, Hidden Chronicles, Treasure Isle, [company name].com.
- Worked closely with GMs to simplify Goals, prepare Presentations, set Schedules, and define Budgets.
- Designed game systems including Gameplay, Social, Monetization, Progression, Economy, and Narrative.
- Advocate for Career Building, Mentorship, Work/Life Balance, and other team strength exercises.
- Product Owner for Hidden Chronicles’ Standard Gameplay, Competitive Gameplay, Minigames, Expansions, and Audio.
- Worked closely with Content Team to maintain Game Balancing, DAU, and Revenue Features for Hidden Chronicles
- Implemented Quests, Maps/Levels, Sweepstakes, Buildables, Raffles, and Collections for Treasure Isle
- Found and Fixed Bugs cataloged for Major Browsers spanning Mac, PC, and Mobile Platforms
0-5 years of experience
The Bourne Conspiracy (PS3, X360 – Unreal 3 Engine)
- Used Unreal Engine 3 to help design and create a AAA title for the Xbox 360 and Playstation 3
- Working and coordinating with a team of over 80 artists, programmers, and designers
- Promoted from Assistant Game Designer to Associate after 5 months
- Designed and worked on 3 complete levels, as well as tasks on multiple other levels
- Wrote and worked with a small group on our shooting best practices document and implementation
0-5 years of experience
New IP Development
- Brainstormed for and designed prototypes and concept candidates for future development.
- Coordinated with design and art team to rapidly develop paper and digital prototypes.
- Provided customer support to assist users with issues and track down bugs.
- Brainstormed new features and improvements for post-release updates.
- Provided consultation on design and localization of online game developed by Perfect World.
- Provided continual support for operating game by regularly designing new content and features.
- Improved user retention and tutorial flow by redesigning and optimizing FTUE.
0-5 years of experience
Co-designed, Wrote and Developed two board games; Dragon Chess and Rampaging Jotunn.
- Designed, wrote, developed and created 4-player expansion for Rampaging Jotunn, The Winter War.
- Responsible for the branding of games, boards, cards, tokens, rule books and various other related collateral.
- Art-Director to multiple freelance illustrators who provide a distinct cohesive look for each game.
- Designed and personally oversee the rounds of prototype revisions for Rampaging Jotunn and Dragon Chess.
- Communicating with printers and suppliers to ensure that all printing and collateral needed will produce a viable
- Create promotional materials for conventions and other gaming events.
- Redesigned and updated the company logo and corporate identity package.
- Create product exploration packets, logo designs, tag lines and packaging for all current and future products.
0-5 years of experience
- Organized databases of sound assets to keep production going steady
- Co-Directed efforts between the sound team and other teams to create a cohesive sound pallet
- Created polished, production ready sounds that were integrated into products by the development team
- Maintained design documents so that design concepts were clearer to the rest of the team
0-5 years of experience
- Determined the client’s requirements, by analyzing and verifying if the demanded product could be achievable in a timely manner.
- Researched agile methodologies and pedagogy behind programming video games as an educational tool.
- Designed new and interesting games that targeted college students by encouraging them to learn and practice
- Implemented extreme programming as the work methodology to meet the client’s expectations.
- Documented in detail every step taken on the project and reported test results as small releases.
- Served as a mediator between the programming team and the client.
- Prepared presentations to display the projects advancements weekly until the product was completed.
0-5 years of experience
Designed the “Peek-a-Boo Memory” IP which has successfully launched on the iOS/Apple Markets, Amazon App Store, and Google Play. This series consists of a full featured game and two playable, holiday-themed demo games
- Managed the projects development through a virtual collaboration with team members across the country
- Created the 3D and 2D art assets and UI elements for the mobile apps
- Play testing, de-bugging, quality assurance
0-5 years of experience
- Created an action-strategy game titled “3 Armies†for the iPhone and iPad in my spare time.
- Created all the artwork and animation as well as the U.I.design.
- Designed and balanced the gameplay and leveling mechanics.
- Coded and built game in Unity 3D. All animation was done in Adobe Flash.
0-5 years of experience
Shipped Titles: Moon Rocks, Shanghai Dreams, Royal Spirits, Walter Mercado Tarot Treasures
- Created external resource accuracy report spreadsheet for Management
- Created tools and template’s for the Creative & Project Management team
- Prototyped and scripted “undisclosed title” for the Casino division
- Responsible for 200+ bug fixes for video slot machine production
- Reconstructed, planned, and organized the entire art FTP
- Involved in the restructuring of the Process and Procedures
- Created promotional videos/screenshots for our Sales and Marketing team
0-5 years of experience
- Designed educational and informative video games for professional clients through Michigan State University
- Created a Drivers Safety Simulation game for the Ford Driving Skills for Life Foundation
- Developed the highly successful iOS game Grumpy Snowmen that accumulated over 29,000 downloads
0-5 years of experience
Created and implemented major game systems for a next generation MMO called Vanguard
- Designed and implemented original crafting/harvesting system
- Oversaw team responsible for implementation and maintenance of system
- Worked on initial designs of various systems including combat, and classes.
- Designed and implemented high visibility quests, raid encounters and general content
- Worked on PvP system design
0-5 years of experience
- Concepted and worked with engineers in the implementation of combat systems, enemies and game mechanics
- Utilized Unity to create and iterate on all game levels from block-out to final pass
- Created and maintained numerous art, design, and technical documents for design and production teams
- Drafted UI wireframes and implemented interface prototypes and animations using NGUI
- Implemented a successful level design pipeline, from concept to final polish
- Liaised with internal development and external publishing to maintain a singular vision across both companies
0-5 years of experience
- Developed primarily with Adobe Flash CS3 / CS5
- Created Websites / Flash Interactive Banner Ads / Video Player / Game Applications
- Wrote PHP5 / Javascript / jQuery / XML Storage / JSON Storage / MySQL
- Framework for Facebook API and MySpace API
0-5 years of experience
- Created, implemented and expanded upon existing lore, history and story-arcs within the EverQuest II universe.
- Spearheaded quest/mission narrative structure, layout and implementation for numerous overland and dungeon
- Collaborated in transitioning EverQuest II from a subscription-based to a highly successful free-to-play revenue
- Brainstormed and created new game content used for microtransactions.
- Scripted unique quest events, character behavior and dynamic encounters using a Lua-derived scripting language.
- Conceptualized zone maps and wrote detailed design documents used by zone artists to create environments.
- Content creation including: zone population, quest/missions, encounters, events, dialogue writing, etc.
- Worked as Scrum Team Leader for a team of artists, designers and QA analysts. Reported weekly with Studio
- Taught and managed several design apprentices.
0-5 years of experience
- Independently designed, built, and shipped the mobile game: “A Snowball’s Chance ” for iPhone and iPad in 5 months on a self-funded budget.
- Modeled, textured, lit and animated all artwork used in the game and for marketing
- Designed, built and tested C# gameplay logic code in Unity3D and Monodevelop.
- Planned production timelines and met all self-imposed milestones for a successful
- Currently working on feature updates, and a new monetization system.
0-5 years of experience
James Bond-licensed Xbox360 and PS3 game
- Senior Game Designer, Lead Writer.
- Created characters, storyline, and in-game dialogue.
- Worked with creative director and designers to create storyline and mission structure.
- Senior Game Designer.
- Created plans for several of the game’s levels.
- Led teams of artists, level designers, and scripters in creating several levels in the game from scratch, as well as revising, finishing, and polishing several existing levels.
- Consulted with team’s existing writer on characters and dialogue.
- Directed efforts of Pi Studios, an outside developer, providing detailed feedback and expectations.
0-5 years of experience
- Designed and implemented new content and game & monetization systems for the wildly successful mobile game, Injustice.
- Primary feature designer for the asynchronous multiplayer mode and the matchmaking system that supported it.
- Designed and implemented character special/super powers, challenge ladders, and single-player ladders.