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  • SOFTWARE CREDITS SUMMARY                                                                                 1991- 2011

    Blizzard's Next-Gen MMO (PC, in production)

    Senior Designer Level II, Combat Designer

    Diablo III (PC, in production)

    Visceral Combat Advisor

    Star Wars: The Old Republic (PC, in production)

    Principle Character Designer/Combat Designer

    Shred Nebula (Xbox 360 Arcade)

    Game Director, Co-Lead Combat Designer
    The Da Vinci Code (Xbox, PS2, PC) Contract Gameplay Programming
    Marc Ecko’s Getting Up (Xbox, PS2, PC) Contract Combat Designer
    StarCraft Ghost (Unreleased) Contract Game Designer
    World of WarCraft (PC) Contract Game Designer
    Criminal (Xbox, PS2 -Unreleased) Project Director, Lead Combat Designer
    Indiana Jones (Xbox, PS2) Additional Design and Character Programming
    Buffy the Vampire Slayer (Xbox) Co-Team Lead, Lead Character Gameplay/Combat Designer
    Savage Quest (Coin-Op) Director of Development, Producer
    Skins Game (Coin-Op) Green Light Pitch and Concept Documentation
    Tenth Degree (Coin-Op, unreleased) Game Director, Lead Combat Designer
    WeaponLord (SNES and Genesis) Producer, Lead Game Designer, Combat Designer

    Pac-Man 2: T.N.A. (SNES, Genesis)

    Product Manager
    Super Street Fighter II (Coin-Op) Support Designer, Character Designer
    Street Fighter II Hyper Fighting (Coin-Op) Co- Lead Designer, Master Game Balancer, Project Manager
    Street Fighter II Champion Edition (Coin-Op) Support Designer, Game Balance Advisor, Project Manager
    Dungeons and Dragons (Coin-Op) Product Manager, License Manager
    Dark Stalkers (Coin-Op) Design Consultant
    Alien vs. Predator (Coin-Op) Product Manager, License Manager
    The Punisher (Coin-Op) Product Manager, License Manager
    Cadillac’s and Dinosaurs (Coin-Op) Product Manager, License Manager, Support Designer
    Slam Masters (Coin-Op) Product Manager, Support Designer, Game Balance Advisor
    Captain Commando (Coin-Op) Product Manager
    3 Wonders (Coin-op) Product Manager
       
    PUBLICATIONS
    Game Pro’s Street Fighter II Hyper Fighting Strategy Guide (Lead Author and Expert Consultant)
    Game Pro’s Street Fighter II Strategy Guide (Expert Consultant)
     
    SUMMARY OF QUALIFICATIONS
    20 years of game development experience spanning console, PC and coin-op markets.
    Extensive character gameplay design, hands on implementation and creative leadership experience for cross-discipline collaboration and coordination of all aspects of character gameplay and encounter production.
    Cutting edge mastery of "Action Motion Design", a development process that plans and converts high-octane Action Movie stunts and over the top "actions" into fun and accessible gameplay.
    Expertise in the design and implementation of character gameplay animation state managers, layered/blending animation behaviors and player control timing required to get AAA “look and feel”.
    Well versed in full range of game design challenges from high level direction and theory to the hands on execution of core game systems for player control, AI, weapons, level spawning, master balance etc.
    Experienced in the use of latency hiding techniques in the design of class abilities and supporting systems for online play, including multiple genres (Fighting, Action-RPG, MMO, FPS) of PvP and PvE games.
    Strong documentation and communication skills covering design documents, visualization of game mechanics, best practices/training materials, pitch treatments and presentation, public speaking, etc.
     
    TECHNICAL SKILLS
    Software:                        MS Office, Photoshop, Project Management Tools, MS Viso.
    Programming/Scripting:    C++, Proprietary scripting text and visual based languages.
    Level Editors:                  Proprietary Editors similar to Unreal Ed.
    Engines and Tools:          Extensive knowledge and use of proprietary engines and tools.
    Pipelines:                        Character animation (hand, mo-cap, procedural, physics), control/input, collision
                                          (character, world, projectile), level creation, level event gameplay, master game
                                          balance/difficulty tuning.
    Other:                             Wwyse, Morpheme, 3D Modeling Software, Audacity.
    Adaptability:                    Rapid mastery of new tools, pipelines and working with engine capabilities.
     
    PROFESSIONAL EXPERIENCE                                                                   1990- Present
    Sega Of America, Capcom USA, Namco Hometek, Interplay Productions, Dead-On Design, Atari Games, Interactive Light, Collective Studios, CrunchTime Games, Bioware Austin, Blizzard Entertainment.

    Full Bio Available on request.


    Copyright 2007 James Goddard | CrunchTime Games Inc.