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Benoit Busque – Game Designer Phone: 1-604-839-2137 [email protected] http://www.benoitbusque.com/

Summary • 5+ years AAA and Mobile Designer, best versed in level design and supporting core features. • Adaptive to new and proprietary technology in multiple work environments, in a quick and timely manner. • Analytical and Decisive, capable of using limited time and resources to improve the quality of new or existing products.

Experience Level Design/Core Designer Sept 2014-Feb 2016 Roadhouse Interactive – Vanguard team and “Warhammer 40,000: Carnage Champions” • Selected for a Prototype team focusing on mobile RPG and Action RPG, designing combat for PvE and PvP as well as environments. • Presented breakdowns of top performing mobile titles to expand the working knowledge base of the designers in-house. • Worked in multiple versions of Unity to bring Carnage’s existing 100+ levels to a new internally set quality standard. • Under strict timelines, implemented substantial redesign to core systems and progression in Carnage for a F2P re-release currently in closed beta.

Level Design/Core Designer Jun 2013-Aug 2014 Smoking Gun Interactive – “Age of Empires: Castle Siege” and “Doodle Jump Adventure + Journey” • Core designer on AoE: Castle Siege, developing and tuning units and structures for combat and progression in a long term F2P model. • Used in-house toolset to create the majority of level content for 3DS/NDS SKUs of Doodle Jump.

Level Design/Core Designer Oct 2010-April 2013 – “Strata Scavenger” and “: Operation Raccoon City” • Using Slant Six’s Hexane technology worked on an open world flight RPG with an emphasis on F2P. • Used my relevant scripting experience to train other members of a small mobile team to assist in generating content Strata Scavenger. • Mission Scripter and Level Designer for Resident Evil, responsible for the missions “Lights Out” and “Longest Yard” as well as supporting many other missions.

References Available on Request