Alendor E. Vulaj (Zack)
***** ******* ******, ********** *****, CA 92647 - 714-***-**** - ******@*******.***
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Professional Experience – Huntington Beach, California August 2012 – Present
Senior Scripter/Designer
Using C# as a scripting tool for iOS along with Playmaker plug-in as a visual scripting tool.
Working with Unity on a Platformer for iOS.Terminal Reality – Irving, Texas March 2010 – March 2012
Senior Scripter/Designer
Worked with a small team to create pitch docs for upcoming game projects.
Responsible for the designing and scripting Kinect style game-play.
Responsible for blocking out levels in white boxing out phase.
Design and script simple puzzle events for gamers of all ages.
Prototype game-play mechanics.Treyarch/Luxoflux – Santa Monica, California October 2006 – June 2009
Scripter/Designer
Responsible for the designing and scripting combat events.
Design and block out levels.
Script end of game and boss fight.
Design unlockable features and levels for bonus section.Point of View – Irvine, California November 2005 – September 2006
Scripter/Designer
Designed and create prototype crafting tools using C#.
Designed and create world layout including towns.
Responsible for the development/design of multiple quest.
Script multiple events.Swinging Ape/Blizzard Console – Irvine, California November 2004 – July 2005
Scripter/Designer (Starcraft Ghost)
Built levels in 3-D studio max in order to allow for graphic enhancement by the art team.
Responsible for the development/design of multiple levels of stealth/action game.
Actively involved in the multi-faceted protocol required to design an exceptional level in a cohesive game development strategy. Awarded “Best Action Game” of E3 2005.
Interplay Entertainment – Irvine, California August2000 – July 2004
Scripter/Designer
Responsible for the development/design of multiple levels.
Designed puzzles, secret areas and mini games.
Worked closely with the Art Team to coordinate the addition of objects within multiple levels in order to enhance detail.
Scripted multiple events as well as boss fights and in-game cut scenes.
Associate Producer – Irvine, California November 2001 – October 2002
Coordinate with Producer to insure that the milestones were up to date and delivered on time.
Assisted in the evaluation of titles for possible publication.
Worked closely with Marketing, providing any materials necessary to successfully market the product.
Provided Media support information on latest products.
Assisted the Development Team as needed.
Audio Scripter – Irvine, California October 2001 – November 2001
Responsible for placing and editing audio for the product.
Responsible for adding, syncing and placing text and audio for all cut scenes.
Quality Assurance – Irvine, California August2000 – October 2001
Provided feedback to Development team on bugs in the product
Created testing scenarios to be utilized by team members in order to maximize bug detection.
Completed and signed-off on TRC TCR for the product.
Star Wars Kinect – Released on Xbox 360 for Kinect.
Transformers 2 Rise of the Fallen – Released on Xbox 360 & PS3.
Quantum of Solace James Bond – Released on Xbox 360 & PS3.
The Shield – Released on PS2.
Fallout Brotherhood of Steel – Released on Xbox & PS2
Run Like Hell – Released on Xbox & PS2
Hunter the Reckoning Redeemer – Released on Xbox
Hunter the Reckoning Wayward – Released on PS2
Galleon – Release on Xbox
Education
Victor Valley Community College – 1998-2000
Area of Study:
Architectural DesignJob Related Skills Knowledge of Sketch-Up Knowledge of GSC script(like C++)
Experienced in developing games for Xbox 360, PS3.
Extensive knowledge in event scripting and level design.
Experienced in 3D editor Radiant (editor used for Call of duty 4 & 5).
Vast knowledge of console games.
Content copyright . Alendor Vulaj. All rights reserved.
Content copyright . Alendor Vulaj. All rights reserved.