resume
 
 
RUDY POLLORENA JR.
3311 46th St.
San Diego, CA 92105
619-820-7529
themexican@cox.net
PORTFOLIO: http://web.mac.com/feelthetruth

MISSION OBJECTIVE
To not be bored with my job; So I choose to push boundaries and elevate design.

QUALIFICATIONS
•	8 years of professional design experience - plus 3 years of MOD experience
•	Traditional Art Background – 1 ½ years of traditional design, art & painting
•	Management & Next-Gen experience

INCINERATOR GAMES (April ‘08 – August ‘08)
Spongebob: Globs of Doom – Wii/PS2 (In Submission)
(Contract Game Designer)
•	Designed & Implemented 4 Bosses in the game
o	Mission 3 Boss (Ghost Dog)
o	Mission 4 Boss (Girl Eating Plant)
o	Mission 5 Boss #1&2 (Globulous/Moon – Last Level/Bonus Level)
•	Scripted all gameplay via a XML Object Based Proprietary Tool
•	Directed and influenced art design to support gameplay
•	Documented and created MDD’s for each boss/level
•	Coordinated with all departments to support dependencies
•	Playtested heavily and reported bugs via Dev Track Pro

3DREALMS (Sept ‘07 – March ‘08)
Duke Nukem Forever – PC & Next Gen Consoles (In Production)
(Designer) 
	Unreal Engine 2.5 (Heavily Modified)/ Level Design Flow/MDD
	Responsible for modeling geometry, lighting, texturing, AI/Trigger Placement, and art asset placement
	Prototyping game mechanics to use in my current level and others
•	Playtesting and providing design feedback on already established content

THE COLLECTIVE STUDIOS (Nov ‘06 – July ‘07)
Silent Hill 5 – PS3/Xbox 360 (In Production)
(Senior Level Designer) 
•	Block out geometry using Maya
•	High level planning, 2D layout, AI/Trigger placement, level construction, cinematic design/direction & Puzzle Design
•	Training/mentoring of the in house proprietary tools


ELECTRONIC ARTS (EALA) (April ‘06 – Nov ‘06) 
Medal of Honor: Vanguard – PS2 (SHIPPED)
(Lead Level Designer)
•	Gameplay block out of rough geometry with 3DMAX & MDD Creation
•	Implemented AI, scripted gameplay sequences and placement of art assets
•	Managed 1 Level Designer
•	High Level design: Controls, HUD, Interactive sequences

THE COLLECTIVE STUDIOS (Sept ‘02 – March ‘06)
Marc Ecko’s Getting Up: Contents Under Pressure – PS2/Xbox/PC (SHIPPED)
(Lead Level Designer)
•	Managed 7 Designers, Scheduling, Implementation of Production Pipeline
•	Duties included High Level Concept Design (GDD), Mechanic Design, Control Design, Overall Level concept design, VO creation, creation of 8 Levels
•	Worked closely with Lead Designer, VP Creative Director, Marc Ecko & Atari in maintaining overall vision and project flow
•	Interviewed LD’s & management related design positions

Da Vinci Code – PS2/Xbox/PC (SHIPPED)
(Co-Lead Level Designer)
•	Short term assistance helping them reach Alpha and designing one level
•	Managed 3 LD’s
•	Assisted with AI Tuning, IGC direction, Overall Pacing/Flow, Puzzle Design

RUNNING WITH SCISSORS (June ‘01- June ‘02)
Postal 2 – PC (SHIPPED)
(Level Designer - Uncredited)
•	Designed 1/3 of the overall levels for the project (3 LD’s)
•	Gameplay design, 2D level layout & level construction
•	Assisted with world texture creation & lighting

SHINY ENTERTAINMENT (April ‘00 – June ‘00)
Enter The Matrix – PC/PS2/Xbox/Gamecube (SHIPPED)
(Contracted Game Designer ‘Idea Guy’- Uncredited)
•	Outlined gameplay/level mechanics – Reported directly to David Perry
•	Assisted with design of ‘Focus’ gameplay component & Neberkenezer level

Software/Tools Experience:
•	3DMAX, Maya, Unreal, Excel/Word/Project, Illustrator/Photoshop, Sourcesafe, Test Track Pro, Dev Track, Perforce, Visio, Proprietary Editors

REFERENCES
•	Brian McInerny (Lead Designer – Incinerator Games) – 714-878-0223
•	Joseph Mauke (Lead Level Designer – Incinerator Games) – 619-400-7578
•	Jason Alejandre (Mission Lead – EA) – 818-325-7223

mailto:themexican@cox.nethttp://web.mac.com/feelthetruthshapeimage_2_link_0shapeimage_2_link_1
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