http://twitter.com/#!/supererogatory
http://www.charliebakerart.com/resume/
Assets from a portfolio
http://www.gameguzzler.com/Employment/ResumeDisplay.aspx?lid=2750
http://www.aharr3d.com/unannounced.html
Who knows if it's actually canned completely, but it seems like the team working on it was let go.
A look at Airtight Games' shooter Fate, canned(?) back in April
I don't believe that is the project Kim Swift is working on, but I have been unable to ascertain that for sure.
http://www.charliebakerart.com/resume/
Assets from a portfolio
http://www.gameguzzler.com/Employment/ResumeDisplay.aspx?lid=2750
EMPLOYMENT HISTORY
Airtight Games, Redmond, WA May 2010 - April 2011
Lead Level Designer
FATE - Working Title (Xbox360, PS3)
* Managed, mentored team of six junior and senior level designers:
o Created levels and moment-to-moment experiences for players
o Provided continual feedback to shape designers skills and levels
o Proactive conflict resolution to maintain team productivity and morale
o Managed team workflow, focused efforts during brainstorming and prototyping
* Managed hiring process; job description content, developed level design tests, resume and phone screening, interviews and hiring.
* Acting Design Lead; liaison to key members of publisher organization, including president and marketing team
* Key speaker at product demos to external stakeholders resulting in additional funding for external software solution to in game NPC crowd technology
* Partnered with external publisher and their creative director to plan various core gameplay features for project; created content and disseminated information to various branches of publishing organization to ensure milestones exceeded planned expectations
* Participated and hosted creative sessions, development meetings, reviews, and planning sessions; mediated conflicts to maintain creative flow resulting in comprehensive solutions
* Communicated current level layouts and status of level development to project leaders
* Cross-functional collaboration with departmental leads for level planning; ensured all disciplines aimed toward the same objective
* Collaborated with storywriters to strengthen overall structure and solve plot holes.
* Developed rule set and best practices for level design team, created level overviews and high-level goals for all level designers on the project
* Devised level documentation and roadmap for the team: gameplay beats, scripted events and cinematics, level analysis, targeted play times
* Plotted gameplay matrix to coordinate timing of: mechanics, enemies, gamplay and RPG elements
* Aided in the GDD documentation and worked with production to secure elements allowing production to move forward with completion timeline
* Managed traversal based mechanics; set, tuned mechanics providing guideline for level designers and environment artists enabling building of elements based upon common metric and avoiding major reconstruction
http://www.aharr3d.com/unannounced.html
Who knows if it's actually canned completely, but it seems like the team working on it was let go.