You are on page 1of 2

Ian N.

paperb0y.sez@gmail.com

Career Objective

To learn how to better design, program, and direct games

Education
Sep 2017 – Present Software & Game Development, Advanced Technology Center, Virginia Beach, VA
Aug 2015 – Present Junior, Kempsville High School, Virginia Beach, VA
• Anticipated graduation June 2019

2012-2015 Kemps Landing Gifted Magnet School, Virginia Beach, VA

Game Experience
Apr 2017 – Present Director/Creative Lead, Parabrawl
• Writing and designing a platform “Free-Form Fencing” fighter
• Players control umbrella-sword-toting steampunk spy Bow, sent to investigate the death of their spouse, the
Spymaster Commah, at a hidden estate, in a setting which fuses New Orleans architecture with New England
landscapes, and is chockfull of ghosts of all shapes and sizes
• Combines elements of steampunk (machinery, Victorian-era, world design), Disney’s Haunted Mansion
(“Halloween horror”, diverse ghost designs), and noire (plot, characters, equipment)
• Varied character and enemy designs paying homage to a variety of horror film genres
• Simpler story to focus primarily on gameplay: single location with interconnected lore
• Name chosen as it’s both tied into the scenario (paranormal, paradox, parallel) and is a portmanteau of “brawl”
and “parasol”, tying into the gameplay
• Unique combat design involving the core of a twin-stick platformer (aka “Free-Form Fencing): the player’s
mouse or right-stick controls their weapon in 360 degrees
o Players can input special moves by maneuvering the weapon in special ways (eg: moving a stick
across the middle results in a slash attack)
• Project started as an effort to learn Unreal 4, restarted development in Unity in May 2018
Jan 2018 – Mar 2018 (hold) Director/Creative Lead, Deft
• Digital card game expanding the world and aesthetics of Parabrawl
• Involves two enemy agents exploring a constantly shifting castle, trapping its halls and searching for treasure
• The model of Deft will be a Living Card Game (LCG) because of the stigma of Collectible Card Games (CCG)
• Inspired by the Spy vs Spy comics and NES game
• On hold due to lack of inspiration and other responsibilities
Apr 2016 – Present (hiatus) Director/Creative Lead, Doo-Wop
• Writing and designing a completely original fantasy (multi-media) universe and video game
• Currently in preproduction (story, setting, style, gameplay, and writing)
• Tactics RPG with real-time elements (gameplay genre change to come, being iterated)
• Looking to complete the bulk of work with a smaller team
• Currently on hiatus (for Parabrawl)
Aug 2016 – Oct 2016 Writer, Planner, Game Designer, Diva’s Raising Canine (aka Five Nights at Diva’s)
• Original Five Nights fandom project: horror-strategy game
• Designed the bulk of the game’s mechanics; aiming to be unique
• Players could adjust the building’s power grid to lure monsters away
• Wrote most of the dialogue for the game’s story
• Reached initial gameplay phase; did not maintain development
Dec 2015 – Mar 2016 Director/Writer, Grouptale: Story of the Six
• Original Undertale fandom project: multiplayer story-driven game for PC
• Story would alter based on the different choices made by multiple players
• Production team came from all over the world (22 people)
• Music, sprites, and dialogue created for the game
• Project was canceled due to creative differences
Non-Game Experience
Jul 2017 – Nov 2017 (inactive) Author, Lightsout (aka What’s A Moon?)
• Book/novel series, inactive project
• Takes place in a post-post-apocalypse: a courier is sucked into a quest for a mystical object called a “moon” in
hopes that it will scare off an adapting global menace called the Unwelcome
• Some concepts likely to be adapted to future projects
• Was being outlined and iterated at time of soft cancellation
• Potentially unique method of presentation by positioning chapters deliberately out of order
Jun 2017 – Present (inactive) Director and Author, Blood Orange
• Undecided medium, inactive project
• Attempting to put a unique spin on superheroes by focusing on “power names” and manipulating them, as well
as literal “extra lives” and an economy built around “1-Up Mushrooms”
• Mostly character designs and potential story-arc designs
• Potential mediums: TV, musical, play, book, board game
June 2011 – Present Community Theater Actor, Hampton Roads area, VA
• Acted in numerous productions from Starbrite Productions, Theatrix Productions, and in-school drama
o Roles include the Wolf (The Wolf at Grandmother’s House), Grandpa Vanderhoff (You Can’t Take it With You), Modern Major
General (Pirates of Penzance), Kenickie (Grease), Red Fang (Big Fish), Joe (Bad Auditions for Bad Actors) and many minor
roles (Big River, The Audition, Thoroughly Modern Millie, High School for Dummies, Legally Blonde)
• Technical Theater in Gotta Dance, Godspell, and Plaza Suite (Little Theater of Norfolk, Lightboard Operator)
• Poster Designer in You Can’t Take it With You
Mar 2016 – Oct 2016 Lyricist, Steven Universe Spring Hiatus Project 2016
• Online project with hundreds of people from all over the world
• Wrote lyrics for original remixes and songs from the cartoon Steven Universe
• Eventually project downsized due to slow progress, part cut from final product
Apr 2015 – Jan 2016 Director/Writer, The Crusade
• Original fandom project: dramatic radio play to fill a gap in a cartoon show’s plotline
• Sound effects sourced, voice actors recorded: canceled due to poor preparation and knowledge
• Team came from all over the world (13 people)
Awards & Certificates

• First Class Boy Scout


• Many times Honor Roll Student
• Thespian as part of Kempsville’s troupe
Skills & Abilities

• Proficiency in Microsoft Office, Weebly, Audacity, and Adobe Premiere


• Self-taught in Blender, Sketchup, Unreal Engine 4
• Good knowledge of HTML/CSS, Game Maker, C#, Unity
• Creative writer, able to follow directions well
• Good leader, knowledge of effective acting and production techniques
Extracurricular Activities

• Drama Club
• Daily personal audio blog (March 2016-July 2016)

You might also like