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Download Here SOFIA ROMUALDO GAME DESIGNER I am a game designer with several years of experience designing and producing videogames and real world games. My work is defined by a belief in the power of game mechanics to reframe stories into experiences that are simultaneously magical and real. It is my goal as a game designer to apply new and existing game technologies to develop a sense of wonder, fun and connection through my games. [email protected] EXPERIENCE Linkedin.com/sofiaromualdo GAME DESIGNER - FREELANCE London, UK | March 2020 - Present SofiaRomualdo.com Since Fire Hazard Games closed in March, I have been working on several projects as a freelance game and narrative designer, participating in various K E Y S K I L L S game jams, taking part in the Limit Break and IGDA Mentorship programs, and consulting on R&D projects to support the design of gameful stories in online theatre productions. GAME & NARRATIVE DESIGN Systems Design GAME DESIGNER Real World Game Design FIRE HAZARD GAMES Multidisciplinary Design Documentation Visual Scripting London, UK | 2018 – March 2020 Narrative Scripting Languages Game designer for real-world multiplayer games created by FHG (owned by (Twine, Ink) Punchdrunk), which combine mobile games with interactive theatre. Content Management Systems (lore, worldbuilding, cataloguing) Achievements include: Unity C# Led the design of real-world mobile-based games from concept to launch. Helped create a narrative design framework for non-linear, location-based PRODUCTION games, combining game mechanics, mobile tech and interactive theatre. Team & Relationship Management Organised and ran hundreds of real-world events across London. In total, we Task Management Systems ran more than 1200 real-world games, played by over 38K players. OTHER Responsibilities included: Photo & Film Editing Writing scripts, puzzles, quests and dialogue, and organizing them into Public Speaking & Writing (industry, content management systems public & academic audiences) Writing game design documents, pitches, guidance docs for technical development, schedules, budgets, and project plans Hiring and directing actors to bring characters to life LANGUAGES Conducting historical and brand research to support the stories and settings English & Portuguese (proficient) Building and maintaining strong working relationships with external clients French & Spanish (basic) and partners. PHD RESEARCHER – GAME DESIGN S O C I A L MEDIA UNIVERSITY OF EXETER / RAMM Exeter, UK | 2015 – 2019 Twitter.com/auralisofia Fully-funded PhD in Location-Based Game Design, during which I designed and Instagram.com/auralisofia produced 3 multimedia gaming experiences for museums, in collaboration with Youtube.com/auralisofia other creatives, with budgets of up to £25K. My academic background has allowed me to develop my research, writing and CMS skills to a high standard. EDUCATION SELECTED GAMES PHD IN GAME DESIGN THE ALMOND TREE - 2018 University of Exeter, UK 2015-2019 GAME & LEVEL DESIGNER @ FIRE HAZARD GAMES Narrative Game / In development MASTER’S IN MUSEUM STUDIES A single-player first-person game about three generations of immigrant women University of Porto, Portugal and love lost in translation. The game mechanics are based on language and 2010-2013 communication, and the challenge of expressing thoughts and emotions across BACHELOR IN PHOTOGRAPHY different barriers. ESAP, Portugal 2006-2009 DRACO LUDENS - 2020 GAME & NARRATIVE DESIGNER INTERESTS Visual Novel / In development A visual novel that takes the humorous storytelling style found in Terry Videogames Pratchett’s Discworld fantasy novels and combines it with the curiosity of self- Board games knowledge of a Buzzfeed personality test. I designed and implemented the decisions feature, collaboratively designed the narrative elements, and Live action roleplaying games programmed the game. Photography Film & TV ONEIROI - 2020 Books GAME & NARRATIVE DESIGNER / WRITER / ARTIST Running Narrative Game / PC + Mac Play as an insomniac traveling through dream worlds in which dwell the Oneiroi, children of the night and messengers of the gods. Features richly illustrated S E L E C T E D dream worlds and a branching narrative with several possible endings. The TALKS narrative design subtly communicates the feeling of increasingly severe insomnia through the removal of agency, increasing paranoia and mounting intensity. ERIC – ESCAPE ROOM INTERNATIONAL CONFERENCE JEKYLL & HYDE - 2020 Game Design with Videogames, PUZZLE DESIGNER / PRODUCER @ FIRE HAZARD GAMES Theatre & Escape Rooms Real World / Mobile Game London | 2019 Inspired by the classic story, Jekyll & Hyde is a mobile game produced in partnership with VAULT Festival, played in the streets around Waterloo. It OXFORD & LONDON plunges players into a dark Victorian world where their memories can’t be trusted. As puzzle designer, I was in charge of devising ways to tell self-contained mini- INTERACTIVE FICTION MEETING stories in a puzzle format, researching the setting and contributing to the story. Narrative in Live Games London | 2019 THE SPITFIRE ACADEMY - 2019 MUSEUMS ASSOCIATION GAME & NARRATIVE DESIGNER @ FIRE HAZARD GAMES CONFERENCE Real World / Mobile Game Operation Survival A mobile game with escape room puzzles, The Spitfire Academy was produced in partnership with the RAF Museum. This game gives players the chance to sit in Brighton | 2019 the pilot seat, decode enemy intelligence, and ultimately earn their wings. Supported by the museum, I engaged in considerable research to assure that the MINDTREK story, characters and puzzles I built were on brand and historically accurate. An Analysis of Blast Theory’s Operation Black Antler THE EXTRAORDINARY VOYAGE - 2019 Tampere, Finland | 2016 GAME & NARRATIVE DESIGNER @ FIRE HAZARD GAMES Real World / Mobile Game INDIECADE EAST A nautical adventure at the National Maritime Museum that sent players on a Videogame Art and the Artistic seafaring journey around the world. We pioneered a new narrative design Legitimation of Videogames framework that applied the format of storylets (championed by Emily Short) to New York | 2015 non-linear, location-based games with intermedia storytelling. .
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