Portfolio

Alex Lueck - Game Design Demo Reel

Credits:

Jackbox Games - Jackbox Party Pack 6, 7, 8, 9, 10 / Quiplash 2: InterLASHional / The Jackbox Party Starter

  • Title: Senior Quality Assurance Analyst
  • Bug Logging / Tracking
  • Regression / Certification / Smoke / Spot testing on a wide range of devices and consoles
  • Technical customer service
  • Document creation and maintenece
  • Writing and maintaining test plans
  • QA liasion between game team and rest of QA
  • Hiring manager
  • Involved in the design making process
  • Mentor others in essential QA responsibilities

EA Sports - Madden 19 & 20

  • Title: Designer
  • Maintaining and balancing the core and meta-game documentation
  • Creating and prototyping gameplay features
  • Gameplay tuning + Injury / Rookie generator tuning
  • Came up with the Madden 19 Franchise Legacy Achievements
  • Created the ‘Off-ball injury banner’ feature A gif showing off the Offball Injury banner in Madden
  • Led the “Play-Now-Live” feature for Madden 19

Digital Dreams Entertainment - Mutant Football League

  • Title: Designer
  • Creation of Teams / Players / Plays / Playbooks A gif showing off my work on MFL
  • Update and maintenance of Teams and Players during the offseason
  • Balancing / Tuning player and team ratings

ARX - Full Throttle

A gif showing off the gameplay of Full Throttle

  • Title: Designer
  • Conceptualization and creation of UI / In-game HUD
  • Level Designer of all in-game environments
  • GDD documentation creation
Full Throttle - Bike Model and Environment Screenshots

A gif showing off the HUD of Full Throttle

Skills:

Programming Languages:

  • HTML / CSS
  • C#
  • C++

Technological Toolset:

  • Microsoft Office suite of programs
  • Tortoise SVN / Git / P4 version control systems
  • Confluence / Slack / Skype communication software
  • Hansoft / JIRA / DevTrack project and bug tracking software familiarity
  • Adobe Photoshop / Illustrator graphics editing software familiarity
  • Unity / Unreal Engine / Frostbite game engine familiarity
  • Maya 3D modeling software familiarity

Professional Experience:

  • 9+ years in the game industry
  • Game Design experience
  • Quality Assurance experience
  • Senior Quality Assurance experience
  • AAA development experience
  • Indie development experience
  • Hiring Manager experience
  • Familiar with Agile & Scrum game development
  • Technical customer support experience

Education:

Columbia College Chicago - Bachelors of Arts (2015)

  • Game Design / Game Development

Work Samples

Samples of some of my work

Dym

A gif showing off the level design of Dym

  • Dym was an original concept that I came up then merged with another idea in college.
  • I had the privilege of leading a small team of people from various disciplines into developing a vertical slice of the game.
  • Over the course of 15 weeks we concepted the idea and built the entire verticle slice from scratch.
  • I was primarily in charge of the art and design of the game.
  • Part of our preproduction process included making a GDD explaining all of the facets of the game. Since the game was never released and we were in college, the GDD is out of scope.
  • Ideally, Dym was going to be Metroid-vania / Contra like with waaaaay more work on the time ability.
  • Main features included: Plane switching, killable enemies, working ‘slow time ability’, working weapon arm, explorable environment, spline camera, and an intro! Take a look at the Dym GDD!
Dym - Dym / Slug /Hover Slug Models

Would you like to play a VERY ROUGH demo of Dym?

  • You can download the zip files from this Google Drive link: Dym Demo Package
  • Once you download and extract the files you can follow the ‘README’ contained within for more instructions.
  • Also included is the intro cutscene, which did not make it into the Demo build but I still wanted to show it off <3

A gif showing off the level design of Dym

The Skull Kid

A gif showing off the Skull Kid level

  • The Skull Kid was a college project in which a small team just a made a vertical slice of on original concept in a few weeks.
  • Disciplines were split up amongst the students, who then worked collaboratively to put together a GDD and vertical slice.
  • The Skull Kid takes place in the world of The Legend of Zelda: Majora’s Mask but from the view of the Skull Kid
  • For this project I was the Level Designer
  • Ideally, this is where the game would start. Having players go around the village causing mayhem, resulting in the eventual theft of Majora Mask.
  • Main features included: Skull kid model, Spline camera intro,working mini-map, and multiple objectives [although the footage only depicts 1 objective]

Charred Alive

Charred Alive - Simulation and Serious Games Level
  • Charred Alive was one of the first college projects I worked on (you can tell by the level design lol)
  • Was designed for a Simulation and Serious games class with the intention of teaching people about fire safety
  • Players started on the 2nd floor of a burning building and had to successfully and safely get out of the building in a limited amount of time, while following the fire safety procedures.
  • Ideally, there would have been a quiz before you started the level, then you would take what you learned in the quiz and apply it to the simulation.
  • Main features included: Testing door knob temperature, staying low beneath the smoke, pulling alarms, and prompting players about not using the elevator.

View & download my resume