Resume

JOHN MUNDY

910 8th Ave #1303 · Seattle, WA 98104 · 510 604 2169
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

Kill.Switch (2003)
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

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