Alex Lueck - Game Design Demo Reel
Credits:
Jackbox Games - Jackbox Party Pack 6, 7, 8, 9, 10 / Quiplash 2: InterLASHional / Jackbox Party Starter / Jackbox Naughty Pack / Jackbox Megapicker
- Title: Senior Quality Assurance Analyst
- Bug Logging / Tracking
- Regression / Certification / Smoke / Spot testing on a wide range of devices and consoles
- Technical customer service
- Various technical 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
- Led the “Play-Now-Live” feature for Madden 19
Digital Dreams Entertainment - Mutant Football League
- Title: Designer
- Creation of Teams / Players / Plays / Playbooks
- Update and maintenance of Teams and Players during the offseason
- Balancing / Tuning player and team ratings
ARX - Full Throttle
- Title: Designer
- Conceptualization and creation of UI / In-game HUD
- Level Designer of all in-game environments
- GDD documentation creation
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
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!
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
The Skull Kid
- 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 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.