Daniel Amend
Born 03-04-1975 in Stuttgart, Germany

Education:
1981 - 1985: Primary School, Oberbrüden/Unterbrüden
1985 - 1991: Junior High Bildungszentrum Weissacher Tal
1991 - 1994: Commercial High School Backnang
1994 - 1997: Gouvernmental certificated Graphic Designer with Diploma at the Kolping Berufsakademie für Kommunikationsdesign und Multimedia, Fellbach



Semiprofessional work on games:
1990 - 1992: The Game Machine (Amiga), Commodore Inc.
game design, all 2D graphics, renderings, GUI, effects and animation, level design

1997: Shoot'em up (Acorn Risc PC)
game design, all graphics, renderings, effects and animation, development of tools

1997 - 1999: Gyruss Remake (Amiga, PC)
game desing, all 3D models, tools, GUI, renderings, screens, music and soundeffects

1999: Eat my Dust (Acorn Risc PC), Pace Microdigital
some game design, all graphics, renderings, effects



Professional:
1992: Einmal Hölle und Zurück (PC), Black Legend
all 2D backgrounds, rework of exisiting backgrounds, some 2D animations

1996 - 1997: Iron Dignity (Acorn Risc PC), Artex/Topware
some game design, some 3D models, textures, effects

2001: Frontier Land (PC), Boris Games/JoWood
rework of some hundred 3D models, cleanup of game design, some GUI work, development of tools, landscape design, skybox design

2001: Flesh & Blood (PC), Boris Games/JoWood
rework of complete game design, evaluation and rework of gameplay mechanics, documentation

01. Jan. 2002 - 31. Sept. 2002: Y-Project (PC), Westka/Brainpool
lead of level design team, 3D artist, texture artist, level design artist, entire game design, planning, execution and controlling of levels of the team, development of bumpmap shaders, development of tools, creation of several special effects

06. Jan. 2003 - 11. Okt. 2003: Lula 3D (PC), CDV Studio Siegerland
some game design and entire level concepts, level design, 3D artist, texture artist, responsible for all shaders and effects, development of tools, planning and controlling of schedules, communication with engine developer, development of production workflows

13. Oct. 2003 - Sept. 2005: Legend of Kay (PS2), Neon/JoWood
some game design, level design, scripting, lighting, testing and performance optimization

2004 - Sept. 2005: Legend of Kay 2 (PS2, GameCub, XBox), Neon/JoWood
planning, conception, documentation of level design, development of story, gameplay elements, game design, documentation, development of workflow pipeline, level design, lighting, prototyping of levels, some 3D models, some textures, development of some other game prototypes

2005 - 2006: ANNO 1701 (PC), Related Designs/Sunflowers
senior level designer, development and entire scripting for the tutorial, development and conception of scenario missions, scripting of scenario missions, island design and creation, world design and creation, development of scripting tools

2006: ANNO 1701 - Der Fluch des Drachen (PC), Related Designs/Sunflowers/Ubisoft
senior level designer in charge for campaign, development of gameplay elements, missions, story, structure, quests, scripting of missions, controlling of schedule, development of tools, game design, testing, QA, island creation, world creation, cinematics

2009: ANNO 1404/Dawn of Discovery (PC), Related Designs/Ubisoft
lead level designer, schedule planning, controlling, development of workflow guidelines and pipeline, communication internal and external, development styleguides, approval of assets/concepts/islands/campaign/missions/scripts, documentation, presentations to press and other audiences, development and documentation of tools, QA

2010 - Sept. 2011: ANNO 2070 (PC), Related Designs/Ubisoft
lead level designer (somehow), schedule planning, controlling, development of workflow guidelines and pipeline, communication internal and external, development styleguides, approval of assets/concepts/islands/campaign/missions/scripts, documentation, presentations to press and other audiences, development and documentation of tools, QA

Sept. 2010 - Nov. 2010: Chainers (PC), Related Designs (unreleased webbased MMO)
level designer, technical designer, tools development, sound-FX, lighting, coordination of asset creation, etc. for a small prototyping team.

13. Dez. 2011 - 28. Feb. 2014: Sacred 3 (PS3, XBox 360, PC, ???, ???), Keen Games/Koch Media
lead level designer, planning, concept creation and documentation, gameplay design, boss and boss-situation design, schedule planning, controlling, development of pacing-, fightsetup, layout-guides, development of tools and features, communication internal/external, QA, etc.