Wes Tam -- Experienced Digital Media Professional Technical Director And Lead Programmer | 613.XXX.XXXX westam21@yahoo.com www.linkedin.com/in/westam Ottawa Canada, K1G 4T8 |
I am a veteran video game professional possessing strong technical aptitude, a creative and pragmatic balance and specializes in AAA content for touch device platforms. Being both highly motivated and passionate, I have a consistent track record for driving high quality product to market across multiple genres, targeting core and mid-core demographics. Team oriented and quality-driven leader with technical, workflow, design and UX expertise. Possess versatility with ability to translate objectives into actionable plans while providing decisive leadership to multi-functional teams. Experience with running and growing small-sized game studios with track record of maximizing team performance. Am known for ability to troubleshoot and juggling challenging production and technical issues while managing complex design. Comfortable running 1-5 million dollar budgets productions. Proven ability to pitch, adept understanding and intuition of fandom focused entertainment IPs and ability to speak to IPs brands from both a fandom and pragmatic perspective. With over 20 titles shipped and 14 years experience, my experience and skills include strong vision, game design and deep technical background with hands-on-contribute to all facets of the video game production including level design, tools, engine game programming, game design, business planning, economy balancing, testing, production management, and creative direction.
Core Competency | ||
Technical: Strong C/C++, Java, C#, Obj-C, OpenGL ES, OpenGL, JavaScript, Python, Perl, iOS development, Android ADT and NDK, BBX, XML, JSON, HTML, SQL, ANT, data structures, vector math, graphics and tools programming; some experience with MS Azure; Java servlet; J2EE | Software: Eclipse, Visual Studios, XCode, Helios Game Engine, Unity 3D, Hammer, Warcraft 3 World Editor, Tiled, Photoshop, The Gimp, Flash MX, Sketch-Up, Flash, Balsamiq, Blender, Twine, MS Office, Visio, Project, Jira, Subversion, Ant, Tomcat, iMovie, Audacity, Squarespace, Wordpress | |
Design and UX Core mechanics, user-centeric design, user stories, use case modeling, usability testing, UML, wireframing, cutscene scripting, level design, interface, playable, entity and boss design, economy balancing, rapid prototyping | Management: Business planning, cashflow management, project planning, milestone management, budgeting, agile, scrum, critical path planning |
Personal |
Selected Accomplishments
Highlighted Projects: Star Wars Rebels, X-Men: Days of Future Past, He-Man: The Most Powerful Game In the Universe, Bar Star, Destructopus, Star Marine, Phase 10 Mobile, Daytona USA, Eagle Eye, New York Times Crosswords, Brain Up, Brain Up 2, Miner 2049er, Ka-Glom, Texas Hold’em Kings 2, Medieval Kings Chess1/2, Street Tactics |
Education: Carleton University, Ottawa Ontario, Canada 2002
Interest: Film production, media industry, game design, creative writing, interactive narratives, experimental game design, history, game engine architecture, board game design, crowdfunding |
Professional Experience |
Gigataur/Glitchsoft, Founder/VP of Creative/Programmer | Ottawa Canada, 2009 - 2016 |
C++, C, C#, Obj-C, Java, Apache Ant, OpenGL, iOS, OSX, Android, BBX, Game Engine Architecture, Unity3D | |
Game engine and build system
Engine, tools and additional gameplay programming Star Wars Rebels: Recon Missions; X-Men: Days of Future Past
Lead gameplay and engine programmer - He-Man The Most Powerful Game In The Universe; Star Marine; Bar Star; Destructopus; Unreleased Disney Title
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Management, design and creative -
- Worked with CEO to establish studio of 25, establish strategic and business planning; responsible for organizational structure and company and day-to-day production and workflow
- Interfaced with client and brand partners on X-Men, Star Wars and He-Man projects; pitched to client and requirements capture; lead RFP response; moderated and managed product expectation of clients; produced various pitches and business cases to clients
- Drove technology and creative vision of products; managed internal game and level designers; owned and drove feature set of products, managed entire product design and documentation; hands on level design; facilitated design process; worked closely with art department to visualize product and define UX; worked closely with marketing and PR business units
Magmic Games, Game Programmer/Lead Programmer | Ottawa Canada, 2004 - 2009 |
C++/Java/J2ME/J2SE, Python, BREW, BBAPI, Apache Ant, Visual Studios, Eclipse, Flex | |
Lead programmer
Gameplay programmer
Producer/Designer
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Cinerio Entertainment, 3D Graphics and Animation Workflow Programmer | Ottawa Canada, 2002 - 2004 |
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Department Of National Defence - Mil-Sat Group, Programmer (Co-op) | Ottawa Canada, 2001 May - Aug |
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Industry Canada, Web Application Programmer (Co-op) | Ottawa Canada, 2000 May - Aug |
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RCMP, Canadian Police Information Centre, Junior Radio Technician (Co-op) | Ottawa Canada, 1999 May - Aug |
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