ChristopherEnderle

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Downloadable resume in .doc and .pdf format.
Downloadable CV in .doc and .pdf format.
Downloadable generic cover letter in .doc and .pdf format.

Unformated Resume:

Christopher Hans Enderle
Home: 587-409-2215 / Cell: 828-280-2803 / Skype: christopher.enderle
ch.enderle@gmail.com
www.chenderle.com

Employment History
Designer - pixelStorm Entertainment Studios Inc.; Edmonton, AB 7/10 – 12/15
Developed iOS and Android games from prototype to release using C# Unity and also integrated third party plugins to support advertising, in-app purchases, and analytics.
Created systems and content encompassing story, dialog, puzzles, minigames, features, marketing, and general gameplay to help our games stand out and garner rave reviews.
Worked with outsourced third party studios by reviewing, consulting, contributing to, and generally overseeing progress on game design documentation including walkthroughs and asset lists, helping projects move quickly and efficiently through pre-production to production.
Researched productivity software and introduced our small, 4 person team, to Asana, which is still in use, to better coordinate and track development.
Scripted and created placeholder assets for full whiteboxes of walkthroughs using our proprietary game engine, to test design ideas and game flow before committing art resources.

Designer - Sensory Sweep Studios; West Valley City, UT 5/07 - 3/09
Joined the team midway through development of the "My (French/Spanish) Coach" games and took over departing designer's duties and responsibilities in minigame design, player progression, and documentation, helping establish a strong foundation on which we could build on for the sequel “My (Chinese/Japanese) Coach” games.
Prototyped and worked with programming lead and art lead to create interesting, helpful, and encouraging stat tracking and tutorial processes to address last minute publisher requests.
Directed artists and programmers in the creation and implementation of front end UI, in-game world maps, quest system, levels, map tools, and DS/Wii specific systems and minigames for Eagle Summoner.
Established, documented, and conveyed best practices to team of testers conscripted for level design, resulting in the successful submission and review of hundreds of quality levels.

Education
The Illinois Institute of Art-Chicago; Chicago, IL 1/04 - 3/06
B.F.A. With Honors in Game Art and Design
Related Coursework: Scriptwriting & Storytelling, Programming for the Artist, Game Prototyping
University of North Carolina Asheville; Asheville, NC 8/02 - 12/03 & 1/07 - 4/07
Dean's List Fall 2003, Related Coursework: Creative Writing, General Psychology

Skills
Extensively experienced in various aspects of design including writing (GDD's, pitches, brainstorms, tutorials, dialog), system design, core loops, gameplay, event scripting, level design, controls, and UI
Asset creation for prototypes in Maya, 3ds max, ZBrush and Photoshop.
Storyboarding and video production for trailers and marketing in video editors such as After Effects
Coding, scripting, and implementation of game in game engines such as Unity (C#), GameMaker: Studio, UnrealEd 3, DreamFuel (Sensory Sweep’s proprietary engine), Gamebryo (The Elder Scrolls Construction Set), and Aurora
Fluent in English and German

Shipped Titles
Blocky Kong (iOS/Android), Don't Zap The Birds (iOS), Luna Bears: Valentine's Fun (iOS), Super Skyland (iOS), Mystery Legends: Phantom of the Opera & Beauty and the Beast (PC/Mac/iOS), My Spanish/French/Chinese/Japanese Coach (DS), The Bigs 2 (DS), Toy Story 3 (Wii)

 

Unformated/Generic Cover Letter:

Christopher Hans Enderle
Home: 587-409-2215 / Cell: 828-280-2803 / Skype: christopher.enderle
ch.enderle@gmail.com
www.chenderle.com

Dear Sir/Madam,

I am a designer with over eight years industry experience. I have worked as a designer on eleven published games. I'm passionate about game design and my writings have been featured on Gamasutra. I graduated with honors from The Illinois Institute of Art in Chicago with a Bachelors of Fine Art degree in Game Art and Design.

I have developed games from simple concepts to fully realized commercial products. I have worked in many areas of design including writing, system design, level design, analytics, monetization, UI, controls, and programming in C# in Unity. I know the importance of coordinating and meeting between disciplines to get everyone on board in executing on a clearly defined vision and establishing key features. While working at Sensory Sweep and pixelStorm (especially with outsourced studios), I personally oversaw the creation and maintenance of design documentation and made sure it was readable to team members of all disciplines. In my experience, laying a strong groundwork in pre-production is key to being able to quickly adapt to challenges met in development to keep the project within scope and schedule with its vision and fun intact.

When taking on new tasks and projects, I always establish a timeline and work closely with my team to create a solid and efficient pipeline that lays a strong groundwork that avoids bottlenecks and allows for quickly iterating through prototypes that support the game's vision within the scope of the given time and budget. With every one of my projects I have employed all my abilities and grown my responsibilities.

I have a strong belief that through games, we as game developers can push the boundaries of interactive experiences to reach and engage audiences in ways no other medium can. My passion is bringing ideas into reality, and I do so with the clarity and competence required when working with a team or self directed. I am constantly working to share my knowledge, improve my own skills, and learn from those around me. The design challenge of drawing people in and keeping them having fun is a personal pleasure. I'm driven to meet every challenge head on, provide constructive feedback and use any criticism to improve my own work and help the project. Perhaps most importantly, I always keep up a positive, polite, and professional attitude.

I look forward to further correspondence to set up an interview. I can be reached by email at ch.enderle@gmail.com, by phone at 1-828-280-2803 or 1-587-409-2215, or Skype at christopher.enderle.

Sincerely,

Christopher Enderle

Unformated CV:

Christopher Hans Enderle
Home: 587-409-2215 / Cell: 828-280-2803 / Skype: christopher.enderle
ch.enderle@gmail.com
www.chenderle.com

Game Designer

Over 8 years' experience designing and developing games for a wide variety of platforms and audiences.
Developed games from concept to release, working with artists, programmers, designers and management to create the most compelling experience for our target audience.
Comfortable driving projects of various sizes, having worked with teams from 5 to 50 and beyond including collaborating with outsourced studios and contracted talent.
Eager to collaborate, share, and take on board suggestions, advice, and critique and to make sure that everyone feels safe having a voice in the creative process and to drive forward the best ideas.
Well versed in the creation of premium and F2P products, always keeping abreast of the latest trends and developments with competing products, platform hardware, and storefronts.

Employment History

Designer - pixelStorm Entertainment Studios Inc.; Edmonton, AB 7/10 – 12/15

Wore many hats in a small team environment, happily taking on new responsibilities to allow the team more flexibility. Initially, primarily focused on story, walkthrough, and interactions developing hidden object games. Later transitioning to more general game development, building off of initial concepts to develop systems, features, gameplay, audio, and art direction. Quickly picked up new game engines and languages to keep production moving in a timely manner.
Accomplishments:
Developed iOS and Android games from prototype to release using C# Unity and also integrated third party plugins to support advertising, in-app purchases, and analytics.
Created systems and content encompassing story, dialog, puzzles, minigames, features, marketing, and general gameplay to help our games stand out and garner rave reviews.
Worked with outsourced third party studios by reviewing, consulting, contributing to, and generally overseeing progress on game design documentation including walkthroughs and asset lists, helping projects move quickly and efficiently through pre-production to production.
Researched productivity software and introduced our small, 4 person team, to Asana, which is still in use, to better coordinate and track development.
Scripted and created placeholder assets for full whiteboxes of walkthroughs using our proprietary game engine, to test design ideas and game flow before committing art resources.

Designer - Sensory Sweep Studios; West Valley City, UT 5/07 - 3/09

Worked with teams of various sizes in a Scrum style development environment. Joined projects at various stages of completion. Helped to refocus and reorient faltering projects midway through production, keeping on schedule to meet publisher milestones. As a core team member, laid the groundwork for game content and design for projects in pre-production.
Accomplishments:
Joined the team midway through development of the "My (French/Spanish) Coach" games and took over departing designer's duties and responsibilities in minigame design, player progression, and documentation, helping establish a strong foundation on which we could build on for the sequel “My (Chinese/Japanese) Coach” games.
Prototyped and worked with programming lead and art lead to create interesting, helpful, and encouraging stat tracking and tutorial processes to address last minute publisher requests.
Directed artists and programmers in the creation and implementation of front end UI, in-game world maps, quest system, levels, map tools, and DS/Wii specific systems and minigames for Eagle Summoner.
Established, documented, and conveyed best practices to team of testers conscripted for level design, resulting in the successful submission and review of hundreds of quality levels.
Worked with my lead designer on the Vacation Isle RFP, securing the initial contract for our company and seeing the inclusion of the Hula Dancing and Fire Dancing minigames.

Education
The Illinois Institute of Art-Chicago; Chicago, IL 1/04 - 3/06
B.F.A. With Honors in Game Art and Design
Related Coursework: Scriptwriting & Storytelling, Programming for the Artist, Game Prototyping
University of North Carolina Asheville; Asheville, NC 8/02 - 12/03 & 1/07 - 4/07
Dean's List Fall 2003, Related Coursework: Creative Writing, General Psychology

Skills
Extensively experienced in various aspects of design including writing (GDD's, pitches, brainstorms, tutorials, dialog), system design, event scripting, level design, controls, UI, analytics, and monetization
Coding, scripting, and implementation of game in game engines such as Unity (C#), GameMaker: Studio, UnrealEd 3, DreamFuel (Sensory Sweep’s proprietary engine), Gamebryo (The Elder Scrolls Construction Set), and Aurora
Setting development schedule with artists, programmers, and designers and scope to a budget
Asset creation for prototypes in Maya, 3ds max, ZBrush and Photoshop
Storyboarding and video production for trailers and marketing in video editors such as After Effects
Source control with Tortoise SVN and Subversion
Hold a full driving license
Dual German/American citizen holding a German and American passport and Canadian permanent resident
Fluent in English and German

Shipped Titles
Blocky Kong (iOS/Android)
Don't Zap The Birds (iOS)
Luna Bears: Valentine's Fun (iOS)
Super Skyland (iOS)
Mystery Legends: Beauty and the Beast (PC/Mac/iOS)
Mystery Legends: Phantom of the Opera (PC/Mac/iOS)
My Spanish/French/Chinese/Japanese Coach (DS)
The Bigs 2 (DS)
Toy Story 3 (Wii)

Available for relocation. References available upon request.