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. |