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Connor Stokes

Education
University of California, Irvine Graduated: June 2016

Computer Game Science, B.S.

Experience
Video Game Development
Club, UCI

Oct 2015 - July 2016

Organized officer meetings, delegated tasks to officers, wrote weekly newsletters and
announcements, invited speakers to club events, and handled responses from clubs e-mail
account.
Provided guidance and mentorship by advising over 20 teams over the course of two years.
Volunteered 20 hours/week to improve our clubs game lab, run events, and assist any of the clubs
100+ members.

Atlus U.S.A.

Community Manager

Aug 2016 Sept 25th


2016

Quality Assurance

Tested the Yakuza 0 for localization related bugs, including crashes, story-related inconsistencies,
and text errors, according to responsibilities assigned by QA lead.
Reported bugs clearly and concisely with Mantis Bug Tracker, taking care to report the steps
necessary to reproduce the error.
Utilized debug tools to ensure that my time was used effectively and efficiently.
Performed regression testing on previously reported bugs.

Skills

Calculus, Linear Algebra, C++, Python, C# Scripting, Unity 2D and 3D, Unreal Engine 4, Perforce,
Git, MantisBT

Personal Projects
The Refiners Fire

Level & Technical


Designer

Oct 2015 March 2016

3D, first-person spell-casting game developed in Unreal Engine 4.

Used Agile Scrum methods to effectively collaborate with team of twelve.


Fully developed three distinct arena-style levels designed to challenge the player in different ways.
Developed scripts for levels enemy spawning and round management.
Adapted design to changes in project scope and resources.

Guesstimate

Designer/Producer

January 2015

Memory game developed in Unity for a weekend-long game jam with a team of seven.
Awarded 1st place at IEEE GameSig 2015 out of the over 20 submitted games.
Managed project scope to allow for completion of all minimum viable product features with enough
time left over for stretch goals to be met.
Scaled difficulty of game to a reasonable level, significantly decreasing players frustrations.
Contributed to the games scripting, including the shape spawner, and aided team members less
familiar with Unity.

Warpspeed!

Designer

April 2014

Arcade-style game designed around a custom controller.


Finalist at IEEE GameSig 2014 out of the over 20 submitted games; awarded honorable mention for
originality.
Created in 72 hours using unfamiliar technology that forced our team of four to quickly learn and
adapt.
Balanced difficulty and encounter rate of the games randomly occurring challenges.
Designed controller and game in tandem, taking care to ensure that players understood the
relationship between the two. Players caught on to controls quicker as a result.

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