Ryan William Coggins
Cell: 510-***-****
E-mail: *******.*@*****.***
Website: cogginsr.wixsite.com/ryancoggins
LinkedIn: linkedin.com/in/ryan-william-coggins
TECHNICAL SKILLS
Game Engines: Unity Unreal 4 Zero Engine (Proprietary) ProjectFUN (Proprietary) Game Maker Torque Source Twine
Languages: Python Zilch (Proprietary) C# C++ XHTML Actionscript Blueprints Software: Photoshop Illustrator Flash Gimp Maya 3ds Max Microsoft Office (Word/PowerPoint/Excel) Visual Studio Slack Google Docs Audacity XMind
Source Control: Perforce SourceTree SVN Git
Platforms: Windows Mac OS X
CAREER HIGHLIGHTS
Designer – Fractal Frames, Dallas, TX September 2016 – February 2017
Remotely contracted part-time work for a startup independent mobile company.
Puzzle design, level design and rapid iteration, writing and conceptualizing, and QA
Associate - Nintendo of America/Aerotek, Redmond, WA May 2013 - August 2013; July 2015 - February 2016
Product testing, bug write-ups, and text check.
Editor work with Prima Games on behalf of Nintendo.
Tester - C2S Technology, Bellevue, WA February 2015 - February 2016
On call tester deployed by C2S to do software certification for Microsoft and HCL.
Product testing for games and media apps, test plan completion, certifying products for pass or fail, and filling out testing reports.
Teacher’s Assistant - DigiPen Institute of Technology, Redmond, WA September 2011 - December 2011
Graded student analysis papers and provided feedback based on their understanding of MDA for various games, and how they incorporated those into the games of their own design for the Game History and Analysis course.
Contributions to the planning of the curriculum for the course.
LAST ACADEMIC PROJECT
Level Designer – DigiPen, Team Deciduous - 13 members, Takowana County September 2017 – April 2018
Takowana County is an Unreal 4 made narrative exploration game that is part survival horror and part nature walking sim, where the player must solve the mystery of the island before time runs out.
Making 2d map drafts and layouts, assisting with art pipeline and importing assets, level white boxing and terrain sculpture, props, assets, and foliage placement, crafting the mood and using environmental storytelling, planning and implementing level flow and objective sequence, and constant level iterating.
EDUCATION
Bachelor of Arts in Game Design - Redmond, WA, DigiPen Institute of Technology 2018 Associate of Arts in Multimedia - Fremont, CA, Ohlone College 2010