910 8th Ave #1303 · Seattle, WA 98104 · 510 604 2169
Email: john.mundy at gmail dot com
http://johnmundy.blogspot.com/
Email: john.mundy at gmail dot com
http://johnmundy.blogspot.com/
OBJECTIVE____________________________________________________
I am interested in creating worlds that are interactive and richly entertaining with passionate people who are driven to build high-quality games. Continuing my role as a designer in this type of challenging environment engages both my background and my enthusiasm for both games and the game industry.
SKILLS_______________________________________________________
- An accomplished 15 years industry experience in design, management, production, art, audio and scripting for console, PC and touch devices
- Specific experience with level, system, AI, open-world, sound and story
- Experience with Unity, Hammer, Radiant, C#, Maya, Max, Renderware, SpeedTree, Photoshop, Non-Linear Editing, and Cinematic Standards
- Natural leader and a motivational team player
- Enjoy working with highly motivated teams in intensely passionate environments
EXPERIENCE__________________________________________________
Fun Bits (Atomic Operations)
November 2009 – Present
Fat Princess DLC / Various Unannounced
Creative Director
- Designed successful Fat Princess DLC, which had a high purchase rate and extended the life of Sony's top selling 1st party PSN title
- Developed original internal IPs and concepts for next gen platforms
- Developed AAA external IPs and concepts for high-profile clients
Titan Studios
September 2008 – October 2009
Fat Princess
Senior Designer
Multiplayer Action (PS3)
- Responsible for design and implementation of 8 32-player multiplayer levels and 5 single-player levels
- Performed player flow analysis on existing maps and worked to address issues
- Wrote all scripts, state controllers and constructed all prefabs associated with each level
- Assisted in high level combat design, systems design and overall game balancing
Snowblind Studios
February 2008 – September 2008
Unannounced Title
Lead Level Designer
Third-Person Action RPG (XBbox360, PS3, PC)
- Built a successful Vertical Slice in order to greenlight the project and secure a much larger budget
- Determined game flow and pacing on both macro and micro levels
- Assisted in high level multiplayer and combat design
- Streamlined multiple processes including AI design, gameplay implementation, scripting and world layout
- Established documentation standards for level design
- Advised other newly promoted leads on management and motivation techniques
Perpetual Entertainment
December 2004 – October 2007
Gods and Heroes: Rome Rising (2007)
Lead Level Designer
Massively Multiplayer Online Game (PC)
- Managed and lead the world team to create the entire public and private game space in a AAA MMO
- Developed and refined major game systems with the lead designer and the programming team
- Researched, wrote and maintained detailed design documentation for multiple game systems
- Drove high level design decisions and set design standards for area layout, quests and gameplay
- Led design team on the player starting experience
- Ran multiple successful world space iteration teams
- Designed successful methods for building and tuning instanced gameplay
- Mentored and guided designers and artists towards a greater understanding of game development
- Internal design advisor on sound and music with external sound studio
Namco Hometek Inc.
June 2003 – October 2004
City Under Siege/The Adversary (2005)
Associate Producer/Lead Multiplayer Designer/Lead Sound Designer
Third-Person Shooter (XBox/PS2)
- Coordinated the efforts of programmers, artists, and designers on game mechanics, level design, graphical design, project management, and asset construction
- Researched and wrote design documentation for multiplayer and single-player gameplay
- Produced a successful E3 2004 product demonstration within a restricted timeframe
- Designed, documented, and began production of Adaptive Music Engine, a multi-platform, multi-game music engine
Level Designer
Third-Person Shooter (XBox/PS2)
- Used Renderware Studio to design level layouts, script AI, build and refine particle effects, and help mold gameplay
- Pushed product to ship on time and under budget
Ronin Entertainment
August 1995 – April 2003
August 1995 – April 2003
American McGee’s Oz (2003)
Designer/Previsualisation Artist
Third-Person Adventure (XBox/PC)
- Designed and implemented complex weapons, spells, and cutscenes with American McGee
- Assisted in high level design and unique art direction of entire product
- Storyboarded and created cutscene animatics using 3DMAX and Adobe Premiere
Bruce Lee: Quest of the Dragon (2002)
FX Designer/Previsualisation Artist
Third-Person Fighting/Action (XBox)
- Designed and implemented graphical FX systems and managed FX resources to ensure optimal framerate
- Storyboarded and created cutscene animatics using 3DMAX and Adobe Premiere
Additional Studio Responsibilities
- Designed and scripted modular graphical effects systems with dynamic real time particles (both traditional and parametric systems) for both the XBox and PC
- Designed and created library of 2D and 3D art assets for in-game effects and cutscenes
OTHER________________________________________________________
- University of California at Berkeley BA, Film Studies (Class of 2002)
- Worked on XBLA, iPhone side projects and personal IP development
- Speaker Casual Connect: Fat Princess, Cake for Everyone (July 2010)
- Speaker How To Break Into the Video Game Industry: Mini-Conference (Jan 2004) Sponsored and supported by: The Game Initiative, IGDA, Alias, and GameDev.net