Ricardoaguiloresume.Pdf
Total Page:16
File Type:pdf, Size:1020Kb
Ricardo Aguiló 5301 Ardmore Dr. 407.621.1669 Winter Park, FL 32792 [email protected] Work Experience Education 2011 – Present 2013 Full Sail University Full Sail University – Department Chair Game Design Master of Science Final Project – Department Chair 2006 Full Sail University • Mange the Final Project staff Bachelor of Science in Game Design • Oversee the production of student final projects and Development Level Design I – Course Director Course Awards • Develop curriculum Valedictorian 2010 – Present Perfect Attendance Depth First Games – Creative Director Course Director’s Award: Tesla vs. Cthulhu [Android/iOS/Windows Phone] Historical Archetypes and Mythology (In production) Production Leadership GelaTennis [Android]: [IndieNomicon 2013 Game Design Gamer's Choice Award] Affiliations 2008 - 2010 International Game Developers Firebrand Games – Lead Game Designer Association [IGDA] Cars 2: The Video Game [DSi]: Aircraft Owners and Pilots • Hands-on use of Maya and LuaScript to place and edit Association [AOPA] gameplay elements Hot Wheels: Track Attack [Wii / DSi]: Qualifications • Collaborated with external production team to create design Exceedingly passionate about games requirements for the project Strong interpersonal skills • Documentation and design Multilingual: English & Spanish Need for Speed: Nitro-X [DSiWare]: • Organized and planed new features for DSiWare port Experienced in team management • Advised on the game design changes Outstanding communication skills Need for Speed: Nitro [DS]: [IGN Best of E3 2009] Unity 3D: Level editing & scripting • Collaborated with EA and the internal development team to meet all design requirements UDK: Level editing & Kismet • Designed and edited all levels using Maya Autodesk Maya: Level editing SpongeBob’s Boating Bash [DSi]: Scripting: LuaScript, C# • Introduced new Artificial Intelligence system • LuaScript used to implement all vehicle characteristics in Technical Skills addition to all game modes and AI systems Tools: PM & Office: • Level editing and Gameplay adjustments done with Maya UDK MS Office w/Visio Unity 4 Trello 2007 – 2008 Maya Mercurial Blue Street Studios – Game Designer / Producer Inkscape Perforce Heavy Metal Madhouse [PC] DevTrack Agilo for Scrum • Design and oversee the implementation of game content Audacity including but not limited to characters, dialog, features, Visual Studios Languages: gameplay elements and user interface Gimp C/C++/C# • Coordinated with all departments to ensure the game is on MediaWiki LuaScript task and on schedule Able to relocate - with dual citizenship: United States and European Union .