MihaiDragan Portfolio .pdf

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Mihai Dragan - Portfolio
Phone
+43/ 688 6494 4660

Email
mikee20@gmail.com

LinkedIn
15 15
http://bit.ly/2mQLJYE

This document contains an overview of all projects I’ve worked on. Please click the
links below to see a description of each project and my role on it.
Note that images are not created by me and are, probably, copyrighted.

Project

Position





Page

Nonstop Chuck Norris (Mobile) Product Owner & Lead Game Designer..............2
Project Q (VR) Lead Game Designer..............................................3
Kiss Rock City (Mobile)

Game Designer........................................................4

Prototyping Game Designer........................................................5

Modern Combat 5 (Mobile)

Lead Level Designer...............................................6

N.O.V.A 3 (Mobile) Game Designer.........................................................7

Medal of Honor (Mobile)

Game Designer.........................................................8

Splinter Cell: Conviction (Mobile) Game Designer........................................................ 9
Terminator 4: Salvation (Mobile)

Game Designer........................................................10

Medieval Combat (PS3) Game Designer........................................................11
Wild West Guns 2 (Nintendo Wii)

Game Designer........................................................11

Wild West Guns (Nintendo Wii)

Game Designer........................................................12

Porting Projects (J2me)

Junior Game Designer...........................................13

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Nonstop Chuck Norris (Mobile)
Product Owner & Lead Game Designer

The Project
Genre: Incremental Action RPG
Platform: Mobile Phones & Tablets (iOS & Android)
Publisher: flaregames
Business model: Free to play with Ads and IAP
Engine: Unity
Team size: 12 people (peak)
Development time: 7 Months
Launch date: 20.Apr.2017
Download: Google Play store (4.5 out of 5)
iOS App store (4.5 out of 5)
Reviews: Pocket Gamer review

Destructoid review
The main goal of the project was to crate a spinoff
of Nonstop Knight that appeals to a wide, casual,
audience. In order to achieve that we created a more
streamlined play experience that brings forward the
modern, humor-packed, ludacris image of Chuck
Norris and other iconic memes.

My Activity
Product Owner

Game Designer

Vision keeping

Design documentation

Backlog grooming

Content creation

Sprints setup & prioritization

Balancing

Userstories & Epics writing

Writing & dialogues

On an average work day...
I would start by playing the latest game build, to check the evolution - especially after significant changes.
Then I would partake in the daily standup where I could see if there are any blockers and check the general progress towards the sprint goals. This would also be
an oportunity to (re)announce any major updates, or KPI-related news, to the team. Or to remind them about important events, milestones or just encourage and
congratulate them for their achievements.
After, I would check the sprint backlong to make sure everything is on track in regards to our burndown chart and to what we just discussed in the stand-up.
Once per week, we would have a skype call with our HQ producer to align & update each other. Next would usually be my favourite time: design time. Should
there be any documentation or high level design missing I would take care of it first as it could unblock other people. And then hands on design implementation.

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Page 2

Drone Champions Game (VR)

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Lead Game Designer
The Project
Genre: VR Drone Racing Simulator
Platform: VR (Oculus & Vive)
Publisher: Drone Champions League
Business model: Free to play with Ads and IAP
Engine: Unreal Engine 4
Team size: 7 people (peak)
Development time: 5 Months (Preproduction)
Launch date: Not out yet
Preview: Teaser

The main goals of the project were to create a VR
drone-racing simulator where professional FPV pilots
can practice and also to create a “playground” in which
casual players can discover drones, learn how to fly
them and make the step towards FPV drone racing.

My Activity
Design Documentation

Product Owner support

Balancing

UI/UX Design

Systems Design
Level Design Recruitment

On an average work day...
I was mainly focusing on preparing all the design documentation for the Production Phase - as requested by our client.
Alongside that I was constantly balancing the numerous parameters of the flight simulation. This required doing exhaustive research as Drones are complex
machineries and our simulation needed to be as close to reality as possible. I also interviewed, tested and hired our Level Designer. The remaining time was usually
invested into typical Lead Designer duties.

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Page 3

Kiss Rock City (Mobile)

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Game Designer
The Project
Genre: Stardom Adventure
Platform: Mobile( iOS and Android)
Publisher: Sproing (self published)
Business model: Free to play with Ads and IAP
Engine: Proprietary in-house engine
Team size: 13 people (peak)
Development time: 24 Months
Launch date: 01.Nov.2017
Download: Google Play store (4.5 out of 5)
iOS App store (4.5 out of 5)
Reviews: Trailer

TouchArcade review

The main goal of the project was to create a stardom
game addressed to KISS fans, and to revamp the
stardome genre by expanding the gameplay past the
mix of dialogues and shallow interactions that only
mimic activities.

My Activity
Rhythm Game Design

Content Creation

FTUE/Onboarding Design

Balancing

Systems Design

Monetization Design

UI/UX Design

Writing & dialogues

On an average work day...
I would usually start by getting the latest build and briefly checking if it’s still functional. As we were using an in-house engine, the stability was always questionable.
After that, I would partake in the daily standup to get the latest info and sync with the whole team. Then I would either create mockups for new UI elements or new
features or I would write design specs for new gameplay systems.
Later, I would integrate any new features ready to be implemented or tweak any newly exposed parameters. Once core hours were done, I would jump to content
creation which is something I could do alone without needing support from the team. Balancing of gameplay systems, or economy, would also take place around
this time.

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Page 4

Prototyping

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Game Designer
Project 1

Project 2

Genre: Multiplayer Puzzle/Strategy
Platform: Mobile (iOS & Android)
Business model: Free to play
Engine: Unity
Team size: 6 people
Development time: 2 Months

Genre: MMORPG / Strategy
Platform: Mobile (iOS & Android)
Business model: Free to play
Engine: Unity
Team size: 6 people
Development time: 3 Months

My Activity
Prototyping
Design Documentation

On an average work day...
As the only designer of a small prototyping team, most of my time was spent quickly trying out new features, balancing and iterating them and giving feedback or
requests to programmers and artists. Apart from that I also had to write some brief design documentation for the pitches.

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Page 5

Modern Combat 5:Blackout (Mobile)

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Lead Level Designer
The Project
Genre: First Person Shooter (AAA)
Platform: Mobile Phones & Tablets (iOS),
PC (Windows Store)
Publisher: Gameloft (self published)
Business model: Free to play with IAP
Engine: Proprietary in-house engine
Team size: 50+ people (peak)
Development time: 14 Months
Launch date: 24.Jul.2014
Download: Google Play store (4.3 out of 5)
iOS App store (4.5 out of 5)
Windows Store (4 out of 5)
Reviews: Pocket Gamer review

TouchArcade review

The main goal of the project was to create the best
installment of the franchise and shatter all fan-base
expectation, becoming the best FPS available on
mobile.

My Activity
Chapter 1 Venice

Content Creation

Part 1

Mentoring Junior Designers

Chapter 3(Downtown)

Part 1 Part 2 Part 3

Game Design

Chapter 5( Ryogoku)

Part 1 Part 2 Part 3

UI/UX Design

On an average work day...
I was leading one of the content creation teams, made of 2 designers and 2 modelers.
I would start my day by checking the progress in the levels we were creating – together with the guys. Then we would discuss feedback and I would create & assign
any resulting tasks. In case there were new levels required, or significant modifications to existing ones, I would put together the LD documents / sketches and
talk, at length, to the modelers, or designers, about the changes. Then I would take care of content implementation which was happening in our in-house engine,
where I would script using LUA and place entities, waypoints, etc in the 3D scene. I was also working together with our animators to create and iterate the cinematic
sequences or custom animations.
I was also responsible for providing design insight to the team that was developing the next, big, iteration of our in-house engine. So I was constantly checking on
their progress, trying out the new features they were implementing and giving them feedback.

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N.O.V.A 3 (Mobile)
Game Designer

The Project
Genre: Sci-Fi First Person Shooter (AAA)
Platform: Mobile Phones & Tablets (iOS)
Publisher: Gameloft (self published)
Business model: Premium (6.99$)
Engine: Proprietary in-house engine
Team size: 30+ people (peak)
Development time: 11 Months
Launch date: 10.May.2012
Download: iOS App store (4.7 out of 5)
Reviews: TouchArcade review

Pocket Gamer review
The main goal of the project was to create a consolequality, immersive and impressive AAA sci-fi first
person shooter that would supercharge the top charts
of the mobile market.

My Activity
Content Creation
Game Design
Chapters 5 (Hourglass)
Chapter 6 (Eye of the storm)

On an average work day...
My daily routine was focused mainly on content creation: scripting using LUA and placing entities, waypoints, etc. in the 3D scene. I would also communicate with
artists and animators to requests, or feedback, level geometry, animations, particle effects, or anything required for creating the content. I would also interact with
programmers for simple design tasks such as exposing parameters for weapons balancing or for enemy behavior fine-tuning.

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Page 7

Medal of Honor (Mobile)

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Game Designer
The Project
Genre: Military First Person Shooter
Platform: Mobile Phones & Tablets (iOS)
Publisher: Electronic Arts (self published)
Business model: Premium
Engine: Proprietary in-house engine
Team size: 20+ people (peak)
Development time: 12 Months
Project was canceled
The main goal of the project was to bring the Medal
of Honor franchise to mobile.

My Activity
Content Creation
Game Design

On an average work day...
I was trying to transfer the knowledge I had already accumulated at Gameloft to everyone around me. So I was talking to programmers about how to evolve our
proprietary engine and with designers on design topics. This is also where I first made contact with Agile Development.

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Page 8

Splinter Cell: Conviction (Mobile)

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Game Designer
The Project
Genre: 3rd Person Action/Stealth
Platform: Mobile Phones & Tablets (iOS)
Publisher: Gameloft (self published)
Business model: Premium (6.99$)
Engine: Proprietary in-house engine
Team size: 12+ people (peak)
Development time: ~12 Months
Release date: 13.Apr.2010
Reviews: TouchArcade review

Pocket Gamer review
The main goal of the project was to bring the Splinter
Cell franchise to iOs mobile devices with a full 3D,
graphically astonishing, stealth&action game.

My Activity
Content Creation
Game Design
Mission 4 (Ambush)
Mission 5 (Rescue)

On an average work day...
I was mainly creating content together with artists, but I also had interactions with programmers as I was also responsible for a bit more complex design tasks such
as controls & camera setup.

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Page 9


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