<<

LUKE [email protected] linkedin.com/in/luke-sigmund/ SIGMUND

EXPERIENCE RELEASE CREDITS

CREATIVE DIRECTOR Unannounced Multiplayer Action RPG: 2017 UNANNOUNCED . Design and hands-on iteration of all aspects of EVERQUEST: RING OF SCALE EVERQUEST II: PLANES OF moment-to-moment gameplay experience PROPHECY April 2018 - Present . High level direction of all game loops, systems, Creative Director narrative, content, levels, and features

. Pitching internally and to IP holder 2016 EVERQUEST: EMPIRES OF Unannounced Multiplayer FPS Competitive Game: KUNARK . Worked with Executive Producer to ideate, pitch, and EVERQUEST II: KUNARK hand-off game design and execution plan ASCENDING . Created systems architecture plan and documented LANDMARK all progression systems Creative Director . Documented UX information architecture for full 2015 game PLANETSIDE 2 - PS4 Lead Designer CREATIVE DIRECTOR Unannounced Multiplayer Action RPG: EVERQUEST FRANCHISE . Documentation, communication, and pitching of 2013 Daybreak Game Company game pillars, core player experience, engagement DEFIANCE Oct. 2015 - Present loops, macro-design, quality benchmarks, and inter- Lead Systems Designer connected systems architecture . Prototyping and iteration of combat, AI, encounters, 2012 camera, and controls RIFT - STORM LEGION Senior Designer

Live Service EverQuest & EverQuest II: 2010 . Direction on live and expansion features : ADVENTURES . KPI review and analysis of live feature performance Lead Designer

Franchise: 2009 . Developed playtesting process for regular iteration . Secured training for team members on current Lead Systems Designer engines, UX and level design . Mentorship of lead designers, including pitching 2008 - 2005 EVERQUEST II EXPANSIONS: workshops and hiring/interviewing SHADOW ODYSSEY . Outreach to local college game dev programs RISE OF KUNARK ECHOES OF FAYDWER LEAD DESIGNER Live Service PC & PlayStation 4: KINGDOM OF SKY PLANETSIDE 2 . Systems and UX design for a variety of features, like DESERT OF FLAMES Daybreak Game Company sandbox construction, implants, and metagame Senior Designer Aug. 2013 - Oct. 2015 . Design and implementation of live features and balance based on game metrics, business goals, and 2004 player feedback EVERQUEST II Apprentice Designer

PlayStation 4 Release: . Led PlanetSide 2 port to PS4 . Rebalanced progression, economy, and feature pacing . UX & UI design for console transition EXPERIENCE, CONT. SKILLS

LEAD SYSTEMS DESIGNER . Led the systems, technical design, and UI/UX teams TECHNICAL: DEFIANCE from mid-development through launch UE4 Lua Trion Worlds . Implementation, balancing, and prototyping of SQL Jun. 2012 – Jul. 2013 systems content and features, including progression, Database management itemization, weapon tuning, and enemy scaling

. Strategy and planning of monetization UX DESIGN: Wireframing Interactive Mock-up’s SENIOR DESIGNER . Used game metrics to design new player experience Flowcharting RIFT changes that decreased falloff Information Architecture Trion Worlds . Designed and implemented content for PvP, small Personas Jun. 2011 - Jun. 2012 group dungeons, and Instant Adventure SOFTWARE EXPERT . Documented and wireframed new systems KNOWLEDGE: PowerPoint DESIGN MANAGER . Pre-production design of metagame, progression, and Excel PLANETSIDE 2 social systems Word Sony Online Entertainment . Research and written analysis of comparable games Visio Jan. 2011 – Jun. 2011 and the budding e-sports genre Adobe Illustrator

. Mentorship of design team PROJECT MANAGEMENT METHODS: LEAD DESIGNER . Designed, prototyped, and implemented Scrum CLONE WARS including Starfighter (on-rails space shooter) and Kanban ADVENTURES Lightsaber Dueling (pattern-based competitive Waterfall Sony Online Entertainment fighter) May 2009 – Dec. 2010 . LUA Scripting review and support for Tower Defense PROJECT MANAGEMENT SOFTWARE: . Pacing and balance of rewards and economy Hansoft . Created flowcharts, wireframes, and worked with UI Trello artists on high-fidelity mock ups for each screen Smartsheets

LEAD SYSTEMS DESIGNER . Designed and implemented various systems and FREE REALMS features, including combat classes, non-combat Sony Online Entertainment classes, encounters, collections, and pets Jan. 2008 – Apr. 2009 . Balanced class progression, economy, and combat stats

SENIOR DESIGNER . Created and iterated live events, holiday events, and EVERQUEST II boss encounters Sony Online Entertainment . Scripted in Lua to make events and raids Jan. 2004 – Jan. 2008 . Taught Lua API scripting company-wide

EDUCATION Certified Scrum Master | Scrum Alliance

AAS – Computer Programming | Stratford University