Adam Alim work email
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Adam Alim personal email
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www.adamalim.com⦁ 20 years experience developing AAA titles with (mostly) Unreal Engine⦁ Over 18 years experience designing missions for AAA & Indie games⦁ Over 17 years experience working with game scripting on AAA & Indie games⦁ Over 14 years experience designing open worlds for AAA & Indie games⦁ Over 13 years of experience contributing to tool development⦁ Over 12 years developing puzzles for AAA & Indie games⦁ Over 10 year experience as a game designer on game balancing⦁ Over 8 years experience leading a team of level designers on AAA, mobile, and indie games⦁ Key team member in delivering cinematic content for the Batman franchise⦁ Extensive experience generating documentation for game design⦁ Extensive experience with Visual Scripting (blueprint)⦁ Experience working with first person and third person gameplay⦁ Knowledge of 3D software ( max and maya)⦁ Fluent in MS Office; Word, Excel, Power Point⦁ Fluency in Image Manipulation Software; Photoshop⦁ Fluency in Bug Tracking Software; Jira, Hansoft, Test Track Pro⦁ Comfortable doing presentations in front of the whole team⦁ Comfortable doing interviews for the press⦁ Bachelors of Science Degree in Art & Design
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Lead DesignerFinal Strike GamesQuebec, Canada -
Lead Quest DesignerFree Range Games Nov 2024 - PresentMontreal, Quebec, Canada -
Principal Quest DesignerFree Range Games Mar 2024 - Nov 2024Montreal, Quebec, Canada -
Expert Game Designer - MissionsBlizzard Entertainment Dec 2022 - Mar 2024Montreal, Quebec, CanadaOverwatch 2 - Events Team. Mission Designer on Cosmic Crisis, spawn theatre & performance for Overwatch 2: Invasion and Underworld. -
Creative DirectorMeta4 Interactive Oct 2021 - Dec 2022Montreal, Quebec, CanadaWorking on Fortnite Creative. Creative Device development, and game modes. Point-man for creative business pitches to clients, and creative/game direction for Epic Dungeon Saga. Original pitch for Nitefare. -
Director Of Level DesignNetease Games Montréal Jun 2020 - Oct 2021Montreal, Quebec, CanadaNaraka: Bladepoint - Live Operations - helping with design direction for new characters each seasonUnannounced Title - Level Design Direction, Menu & UX/UI flow design, translation, and game balancing -
Co-Founder And Creative DirectorTempered Studios Sep 2018 - Jun 2020Montreal, QuebecCo-Founder, creative director, scripter, level designer, business manager, and everything else that comes with the territory
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We Happy Few - Senior Level DesignerCompulsion Games Sep 2016 - Nov 2018Montreal, Canada Arealevel design and encounter scripting for We Happy Few -
Oddworld: Soulstorm - Senior Game Designer (Company Shut Down)Frima Nov 2015 - Sep 2016Montreal, Canada AreaStarting up the Frima Montreal studio. Working on 2 projects; Oddworld: Soulstorm & Unannounced IP. -
Batgirl: A Matter Of Family - Lead Technical IntegratorWarner Bros. Games Montreal Mar 2014 - Nov 2014Montreal, Canada AreaTech implementation, scripted events, level design, and cinematics -
Batman: Arkham Origins Cold Cold Heart Dlc - Lead Ld/Senior Tech DesignerWarner Bros. Games Montreal Oct 2013 - Mar 2014Montreal, Canada AreaI handled the scripting team and cinematics integration for the Arkham Origins DLC: Cold Cold Heart -
Batman: Arkham Origins -- Lead Level DesignerWarner Bros. Games Montreal Feb 2012 - Dec 2013Montreal, Canada Area- I am overseeing the level design and creative gameplay for the open world- layout & navigation, main missions, side mission conception, thug density & archetypes- a number of interior locations were my initial designs before handed off.- I also had a hand in refining and structuring the open world pipeline, and SCRUM practices- Cinematics integration and file structure for nightly renderings -
Thief -- Lead Level Designer/ScripterEidos-Montréal Jul 2010 - Feb 2012Montreal, Canada Area- Production pipeline creation, task management, defining stage gates- Manage, advise, and tools creation for the scripting department- Mid-level decision making for overall experience, gameplay ingredients, and technical feasibility- Managing “extreme situations” and “city hub” globally, across all disciplines- Prototyping core elements of gameplay, including AI, features, and exotic moments -
Splinter Cell: Conviction -- Game/Menu DesignerUbisoft Entertainment, Inc Mar 2009 - Jul 2010Montreal, Canada Area- In charge of all weapons & gadgets (follow up on implementation, balance, own)- Weapon stashes (shared inventory box which stores & refills weapons found)- P.E.C. Challenges: creation, menu layout, and balancing- Menu design: Main, Pause, Multiplayer, P.E.C., DLC, Unlockables, Settings- Controls & Menu designer for PC port -
Hero & John Woo Presents Stranglehold -- Technical Designer IiMidway Amusement Games, Llc Aug 2005 - Feb 2009Greater Chicago Area- design, conceptualize, and build playable 3D environments.- advanced mission scripting using Kismet.- troubleshooting and solving tech issues or bugs on a daily basis.- performance and optimization of playable levels.
Adam Alim Skills
Adam Alim Education Details
Frequently Asked Questions about Adam Alim
What company does Adam Alim work for?
Adam Alim works for Final Strike Games
What is Adam Alim's role at the current company?
Adam Alim's current role is Lead Designer.
What is Adam Alim's email address?
Adam Alim's email address is an****@****ail.com
What schools did Adam Alim attend?
Adam Alim attended The Art Institute Of California-Orange County, Art Institute Of Dallas.
What skills is Adam Alim known for?
Adam Alim has skills like Level Design, Gameplay, Unreal, Scripting, Alcoholic Beverages, Pipelines, Scrum, Cinematics, Multiplayer, Video Games, Perforce, Xbox 360.
Who are Adam Alim's colleagues?
Adam Alim's colleagues are Liz Clements, Matthew Cesario, Eric Hewitt, Juna W., Paul Drankiewicz, Nick Harrison, Caleb Metheny.
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