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JOHN MUNDY
1267 17th Ave #5 • San Francisco, CA 94122 • 510 604 2169
john.mundy at gmail dot com
www.telefi.net
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I am interested in creating worlds that are interactive and richly entertaining with passionate people who are driven to design high-quality games. Taking on a role as a Lead or Design Director in this challenging environment engages both my background and my enthusiasm for both games and the gaming industry.
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An accomplished 12 years industry experience in design, management, production, art, audio and programming for both PC and console
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Specific experience with level, system, AI, open-world, sound, story and micro-transaction design
Skilled with Renderware Studio, SpeedTree, Perforce, Photoshop, Premiere
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Knowledge of Alienbrain, Maya, Non-Linear Editing, Cinematic Standards
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Natural team leader and a motivational team player
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Enjoy working with highly motivated teams in intense environments
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Perpetual
Entertainment
December 2004 – October 2007
Gods and Heroes: Rome Rising (2006)
Lead Level Designer
Massively Multiplayer Online Game (PC)
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Managed and lead the world team to create the entire public and private game space in a AAA MMO
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Developed and refined major game systems with the lead designer and the programming team
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Researched, wrote and maintained detailed design documentation for multiple game systems
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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
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Mentored and guided designers and artists towards a greater understanding of game development
Internal design advisor on sound and music with external sound studio
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Namco
Hometek Inc.
June 2003 – October 2004
City Under Siege “working title” (2005)
Associate Producer/Lead Multiplayer Designer/Lead Sound Designer
Third-Person Shooter (XBox/PS2)
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Coordinated the efforts of programmers, artists, and designers on
game mechanics, level design, graphical design, project management,
and asset construction
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Researched and wrote design documentation for multiplayer and single-player
gameplay
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Produced a successful E3 2004 product demonstration within a restricted
timeframe
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Designed, documented, and began production of Adaptive Music Engine,
a multi-platform, multi-game music engine
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Kill.Switch (2003)
Level Designer
Third-Person Shooter (XBox/PS2)
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Used Renderware
Studio to design level layouts, script AI, build and refine particle
effects, and help mold gameplay
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Pushed product
to ship on time and under budget
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Ronin
Entertainment
August 1995 – April 2003
American McGee’s Oz (2003) Designer/Previsualisation Artist
Third-Person Adventure (XBox/PC)
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Designed and
implemented complex weapons, spells, and cutscenes with American McGee
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Assisted in
high level design and unique art direction of entire product
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Storyboarded
and created cutscene animatics using 3DMAX and Adobe Premiere
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Bruce Lee: Quest
of the Dragon (2002) FX Designer/Previsualisation Artist
Third-Person Fighting/Action (XBox)
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Additional Studio Responsibilities
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Designed and
scripted modular graphical effects systems with dynamic real time
particles (both traditional and parametric systems) for both the XBox
and PC
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Designed and
created library of 2D and 3D art assets for in-game effects and cutscenes
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University of California at Berkeley BA, Film Studies (Class of 2002)
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Currently leading an XBLA side project
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Guest 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
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