Resume
Transcript of Resume
Timothy Ryan producer ● game designer ● programmer 470-277-3261
GOAL: Helping companies
make fun & innovative games by
improving process and meeting
ambitious design with excellent
talent & technology.
PRODUCTION SKILLS:
Team building and managing,
Organization and Process
Improvements, Scheduling,
Budgeting, Agile SCRUM,
Outsource Management, Contract
Negotiation, Licensing, P&L
DESIGN SKILLS:
Level Prototyping & Scripting,
Game Mechanics, AI Scripts,
Design Docs, Storyboards,
Technical Data Path Design,
Game Balancing, 3D Studio,
Sketchup, Havoc, Unreal3, Unity
PROGRAMMING SKILLS:
Database, tools and dashboard
development in Python, LUA,
SQL, HTML5, Javascript, PHP,
Unix/Linux, Visual Basic & C
NOTABLE GAME CREDITS:
Fracture (PS3/360) – Lead Multiplayer
“Only multiplayer shakes this shooter
loose from the rest.” - Official XBox Mag.
Frequency (PS2) - Producer
Rated 90 in Gamepro & IGN
2002 BAFTA Award Winner
1st online game for Sony PS2 Re-Mission (PC) - Senior Producer
“Re-Mission improved treatment adherence for adolescents and young
adults with cancer.” - Outcome Study
CONTACT: 2771 Kenwood Drive
Duluth, GA 30096
678.694.8706
WORK EXPERIENCE:
AGS (acquired Cadillac Jack) 2015 – 2016
Executive Producer – Acquired by AGS
and promoted, my responsibilities
expanded to include all of Class 2
conversions for core product, 3rd
party
game production, and special projects
now accounting for over 90% of the
company revenue. Engineered a mobile-
friendly, project-tracking website.
Introduced and administered internal
Confluence site for project
documentation. Directed embedded
testing and handled all handoffs.
Maintained core product roadmap for
North America and online conversions.
Best Releases: Gold Dragon Red Dragon,
Fire Bull, Going Gnome, Samba Queen,
Dragons Lair, Goddess of the Woods
Cadillac Jack 2010 - 2015
Lead Producer – Produced video slot
games for casinos, online and mobile.
Primary outsource manager. Product
owner and scrum master for agile scrum
teams. Prepared roadmap, schedules,
budgets, contracts and GDDs. Secured
outsource companies, contractors, middle-
ware, IP and trademarks. Leading inventor
of game mechanic patents (20+). Created
a milestone reporting system and project
dashboards. Coded various GIMP Python
plug-ins and web-based tools - a reel
spinner prototyping tool, a resource
allocation website, and a roadmapping
site in HTML5, Jscript & PHP.
Games: 100+ original video slot games
Midway Games, Inc. 2008-2009
Lead Game Designer – Last employee
hired at Midway Chicago. Joined the
Stranglehold team to work on original 3rd
person shooter. Learned the Unreal 3
engine & tools. Built and rigged assets in
3D Studio and Havoc. Wrote GDDs, UI
Flowcharts and mockups. Designed new
weapons and game mechanics for coop.
Managed level designers and scripters.
Game: Unannounced (360, PS3, PC)
Day 1 Studios 2006-2008
Lead Multiplayer Designer – Designed
and scripted multiplayer game levels,
terrain deformation game mechanics,
match types, game assets, vehicles and
weapons. Wrote game and level design
documents, established data structures,
trained and directed designers. Built
assets in 3D Studio and Havoc.
Game: Fracture (360, PS3)
Rainbow Studios 2005-2006
Lead Designer – Hired to restructure
the design staff and finish pre-
production, I reorganized, hired and
managed the designers, established
documentation requirements and wrote
and edited design documentation, revised
the vision statement and release plan,
produced a resource calculator to
determine hiring needs based on task
estimates, and created data entry tools
and redefined the data path.
Development canceled in favor of Yuke's
excellent efforts.
Game: Smackdown vs. Raw, unreleased
HopeLab Foundation 2003-2005
Senior Producer – Produced the video
game Re-Mission as a behavior
intervention for teens with cancer,
succeeding where previous producers
and teams failed to bridge the gap
between fun and clinical goals.
Overhauled the design and wrote
cinematic scripts. Ran focus testing.
Negotiated contracts. Managed
outsourcing of cinematic animation,
localization and voice recording.
Worked closely with clinicians, lawyers,
patients and consultants. Prepared
schedules, budgets, contracts. Built
production, QA and IT support teams.
Game: Re-Mission (PC)
(continued next page)
E-PUBLICATIONS:
Learning the Ways of the Game
Development Wiki (view) Gamasutra.com, July 2009
Risk Management with
Development Schedules (view) Gamsutra.com, February 2003
Anatomy of a Design Document,
Part1 (view) Part 2 (view) Gamasutra.com, Oct-Dec 1999
Controlling Chaos in the
Development Process (view) Gamasutra.com, August 1999
Beginning Level Design
Part 1 (view) Part 2 (view) Gamasutra.com, April 1999
EDUCATION:
3D Modeling (Topaz)
Computer Art Institute, S.F., CA
Programming / Art (2 years)
City College of S.F., CA
INTERESTS:
Author of science fiction and
fantasy, short stories and novels
Personal project in Unity3D,
HTML5 Jscript/PHP
Consulting on individual and
company game projects
NOVELS:
WORK EXPERIENCE:
(Continued)
Sony (SCEA) 2000-2002
Producer – Produced Frequency, the
most highly acclaimed and innovative
music game for the PS2. Co-Produced
pack-in disc for the Network Adapter
including first ever PS2 online game for
SCEA. Drafted budgets and P&L
breakeven analysis. Managed
communication with external developers
and QA, IT, Marketing, Legal, Audio.
Established Sony's online testing
procedures. Designed online components.
Created new developer relationships and
submitted proposals for new projects.
Lead research & design effort on internal
projects. Managed 20+ artists, engineers,
writers, designers, assistants and testers.
Released online SDKs to SCEA First
Party studios.
Game: Frequency (PS2)
Technology Solutions Co. 1998-1999
Consultant – Application development,
systems integration and support for multi-
teir business applications using Oracle,
PeopleSoft, Visual Basic, Unix C & Shell,
PL / SQL, Access and Excel supporting
accounting and human resource functions.
FASA Interactive 1996-1998
Technical Design Lead –Managed level
designers, defined design process, created
design tools, wrote A.I. routine library,
task tracking tool, and created game
levels, mechanics, assets, scenarios and
multiplayer logic in VB & game script.
Game: MechCommander (PC)
3DO / Cyclone Studios 1995
Lead Game Designer –Short project.
Overhauled the design and created game
levels. Wrote concepts for new projects.
Game: Captain Quazar (3DO)
ASCII Entertainment 1992-1994
Project Leader – Started as Lead Tester
and rose to QA Manager and Project
Leader within 1st year and Producer of
external projects by 2nd
year. Produced,
designed, tested and submitted low
budget console and PC games. Managed
testers and wrote bug tracking tool
(Paradox).
Games: Spellcraft (PC/SNES),
Dominus (PC, SNES, Genesis)
Pro Moves Soccer (Genesis),
Ardy Lightfoot (SNES),
Spindizzy (SNES),
Double Clutch (Genesis)
Wizardry II (NES)
RECOMMENDATIONS:
“His work was always incredibly well thought
out and documented, he strives for best practices
and has a critical eye for workflow problems and optimizations. I found his perspective invaluable.”
– Neill Glancy, Creative Director, Midway Games
“Tim is one of the most creative and enthusiastic designers. He demonstrates a real healthy respect
for the development process and a real go-getter
mentality. Often times this combination would
make things thought impossible by others happen on screen.” – Frank Pusateri, Environment Artist
“Tim was a potent force on Fracture, dedicated
and focused on a great player experience, demonstrating great technical as well as design
skills; and was a large part of MP getting done
with as little resources as were available, while
still being the most fun aspect of the game.” – John Kimmich, MP Producer, Day 1 Studios
“His selfless dedication and complete
commitment was the definite foundation that ensured a nebulous philanthropic idea has turned
into a material reality.”
– Anatolie Gavriliuc, Tech Director, Re-Mission
“Tim was an outstanding Producer handling the
launch of the in-house developed Playstation 2
Network adapter and, simultaneously, Sony's very
first online multi-player PS2 title Frequency.” - Randel Reiss, Online Studios Director, SCEA
“Tim was a dedicated, very articulate designer
who knew the development process very well and
the project he worked on was made much better
for his involvement.” – Tim Gerritsen, Producer