Resume

ROBERT ALEXANDER ANDREW HALE

GAME DESIGNER

Contact Details by Request.

Employment History

Company

Position

From

To

Ninja Theory

Senior Technical Designer

November 2008

Present Day

· Implement Gameplay prototypes and features in Kismet, Unrealscript and C++

· Design tools and improve workflow processes for use by Level Designers in the authoring of game content.

· Maintain technical documentation, tutorials, guides and standards relating to the implementation of gameplay and engine features.

Midway Games PLC.

Principal Technical Designer

June 2006

October 2008

· Distill “Blue sky” game design into component systems, technologies and processes in order to convert a design vision into tangible gameplay.

· Design tools and improve workflow processes for use by Level Designers in the authoring of game content.

· Design, Balance and otherwise “Tune” the onfoot experience of Wheelman.

Climax Online Ltd.

Lead Designer

Feb 2005

Aug 2005

· Maintain a long-term creative vision of the final game and ensure individual elements correspond with this vision.

· Design and develop logical game systems for use in Massively Multiplayer Online First Person Shooters.

· Implement Game Logic (For use in Networked games) using Unrealscript.

Climax Online Ltd.

Technical Designer

Nov 2004

Feb 2005

· Design and implementation of AI Behaviours in script (TCL) for use in Warhammer Online.

· Design and implementation of Quests and Quest Templates in script (TCL) for use in Warhammer Online.

· Design and implementation of Spawning and Population control scripts (TCL) for use in Warhammer Online.

Climax Online Ltd.

Level Designer

June 2003

Nov 2004

· Use Proprietary Level Design Tools to create Prefab Buildings for use in Warhammer Online from Tilesets supplied by the Art department.

· Use Proprietary Level Design Tools to create Landscapes and Terrain for use in Warhammer Online using a Proprietary system of procedural “Modifiers”.

· Use Proprietary Level Design Tools to build Villages, Towns and “Dungeons” from Prefab Buildings for use in Warhammer Online.

Runecraft Ltd.

Level Designer

Jan 2002

Nov 2002

· Use UnrealEd 3.0 to build, populate, script, light and otherwise “make” Levels for a First Person Action Adventure game.

· Liaison with Environmental artists on texture and decoration requirements.

· Develop prototypes and demos as part of the pitching process.


Technical Skills:

· Experienced with all versions of the Unreal engine including Unreal 3.

· Proficient in Unrealscript and Kismet.

· Intermediate C++ Experience.

· Experienced with Microsoft Office (In particular Excel and Visio for the generation of Diagrams and charts).

Personal Skills:

· Excellent teamwork; Communication and Interpersonal Skills.

· Planning and Documenting changes to a games design.

· Maintaining awareness of long-term objectives within a team environment.

· Applying psychology theories to a videogames design (“Flow”, Intrinsic/Extrinsic Reward Structures, Cognitive Dissonance, Psychic Energy, Affordance, Autotelic Experiences).

Titles Worked On:

· “Enslaved” (Senior Technical Designer) –Ninja Theory (360, PS3)

· Wheelman” (Principal Technical Designer) – Midway Games (360, PS3, PC)

· “Theatres of War” (Lead Designer” – Climax Online (PC)

· “Warhammer Online” (Technical Designer/Level Designer) – Climax Online (PC)

· “Stem Cell” (Level Designer) – Runecraft Ltd. (PS2, PC)

Interests & Hobbies:

· Playing Videogames (All Formats).

· Music (Playing/Listening).

· Photography.

· Comic Books.

· Reading.

Education

School

From

To

Leeds College of Music

2000

2001

BoroughBridge Sixth Form

1998

2000

BoroughBridge High School

1993

1998

Kings Langley Secondary School

1992

1993

Qualifications

GCSEs, taken in 1998 (9)
Design technology
English Literature
English Language
Maths
Religious Education
Science (dual award)
History
German

Whitespace

A Levels, taken in 2000 (2)
General Studies
Design Technology

AS Levels, taken in 2000 (1)
Chemistry