In addition to my current games and streaming project, I am also available for design consulting. Shoot me an email for rates and info – wertle@wertle.com
SPEAKING, PODCASTS, PUBLICATIONS
- BigSushi.fm episode 191
- EPXCon 2015: Problem Solving and Career Choices. A talk on using the lens of problem solving to make career choices (similar to but more interactive than the ETC Seminar below)
- Spawn On Me Episode 58: Don’t Slow Down, Lisa Brown!
- GDC 2015 Microtalks: Accountability and Efficienty. A 5 minute talk about how different tools for accountability on Slow Down, Bull yielded more efficient design process
- CMU Entertainment Technology Seminar: What am I Supposed to Do With My Life? A seminar about techniques for choosing a career path
- Spawn On Me Episode 23: You’re Flamingo Teeth, Lisa Brown
- Glitch City Demo Night: The Lisa Brown Method of Level Design. A 5-minute lightning talk about confidence and subconscious
- Project Horseshoe 2013: Spontaneous Shared Moments
- Project Horseshoe 2012: Training for the Game Design Olympics
- Project Horseshoe 2010: Making Online Multiplayer a Better Place
- Project Horseshoe 2008: Best Practices for Prototyping
PROJECTS AND EXPERIENCE
Wertle Says Hello
Streaming Project, Spring 2015 – Current
- Streams regularly on Twitch, specifically focusing on showing the game development process and discussing specific design topics in a variety of games and engaging stream audience in design discussion as learning points
Imaginal, Designer and Lead, Spring 2015 – Current
- Designed and implemented from prototype a meditative activity-game about catching lighting bugs
- Directed an artist and sound designer/composer to create assets for the project
- Wrote content for story moments in the game
Cat Trick, Designer and Lead, Spring 2015 – Current
- Designed and prototyped initial prototype of a casual action game for PC, working with an artist/animator
- Adapted control scheme and game structure for touch interfaces.
Eye Tracker Project, Designer and lead, Spring 2015 – Current
- Created a prototype for an installation game in Unreal 4 that uses a Tobii EyeX eyetracker as input device
Heart Machine
Hyper Light Drifter, Level Designer, Spring 2015 – Current
- Designed and built levels for 2D action RPG using custom game engine extension in GameMaker
Insomniac Games
Slow Down, Bull – Designer, Project Lead, Summer 2013 – Spring 2015
- Conceived, prototyped, and pitched a small action PC game as a process experiment for the company
- Lead a 4-5 person team to create the game from pre-production through production
- Hosted regular live development streams of the project and composed regular devlogs.
Sunset Overdrive – Designer, 2011 – Summer 2013
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Prototyped a variety of mechanics during pre-production using Insomniac’s proprietary tools. Iterated on core mechanics with the pre-production team
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Created visual design documents to convey feature proposals
- Prototyped early iterations of Chaos Squad
- Created levels to figure out early integration of traversal mechanics and combat
Resistance 3 – Designer, 2009-2011
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Responsible for level design of the boat and train levels, combat implementation in the terraformer level, as well as contribution to design of enemies, weapons, co-op mechanics and other game objects for the single-player campaign
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Implemented design via Lua scripting and use of Insomniac’s proprietary level editor
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Organized playtesters for weekly level segment internal playtests
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Responsible for documentation of design decisions and mechanics for respective levels and co-op mechanics
Resistance 2 – Design Intern, 2008
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Designed and implemented scenarios and battles in Cocodrie, Louisiana level
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Scripted in Lua and used Insomniac’s proprietary level editor to implement setups for the single-player campaign
Schell Games
Unannounced Wii Title – Game Design Intern, 2009
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Designed and implemented gameplay for mini-games on Wii title for target demographic of 6 – 10 year-old girls
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Scripted in Lua and used the Gamebryo engine and SceneBuilder to create mini-game levels
Pixie Hollow – Game Design Intern, 2009
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Designed and tuned baking-themed minigames for Pixie Hollow, Disney Fairies online game for young girls
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Wrote and implemented Wilderness quests using internal tools
Evil Genius Designs
Get In Line – Game Designer, 2008
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Incubator research and development in graduate school that led to the spin-off of Evil Genius Designs
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Designed themed mini-games for an interactive experience for people waiting in line as the initial prototype for Get In Line Entertainment
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Implemented games using a Flash API for Megaphone, a platform which converts cell phones into game controllers
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Consulted for future iterations of Get In Line Entertainment
EDUCATION
- Master of Entertainment Technology, Carnegie Mellon University, May 2009
- Bachelor of Science in Computer Science and Studio Art, Centre College, May 2004
SKILLS
Engines and Game-making software: Insomniac Proprietary Engine, Unity, Unreal 4, Construct 2, Gamemaker
Other Software: Photoshop, Illustrator, Flash, Maya, Sketchup, Premiere, AfterEffects
Scripting and Programming: C#, Lua, Actionscript 3, PHP, Python, Kismet, Blueprints