Dean Longmore personal email
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Product developer, game designer and occasional education innovator. Games shouldn't be locked behind a screen or relegated to entertainment. They should be improving our workplaces, or communities, our lives.Adaptable skill-set, experienced in all facets of digital content production from prototyping and development to project management and strategy. Certified SCRUM master. I work on titles in entertainment, education, and mobile, produce physical and digital content, and help organisations work empathetically and collaboratively.I champion empirical development, collaboration and reflection. My passion is making work meaningful, and facilitating teams to stop 'delivering products' and start solving problems. Open to opportunities to collaborate and consult on design or strategy.
Hope You'Re Having A Great Day!
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Making Cool Stuff.Hope You'Re Having A Great Day! Jan 2002 - Present
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Game And Product DesignChaos Theory Games Aug 2020 - Dec 2022Sydney, New South Wales, AustraliaWorking with an unfairly talented team with massive aspirations and the sticktuidness to make them a reality. -
FounderTeach Tomorrow Mar 2018 - Feb 2020Sydney, AustraliaUnlocking the potential of games in the classroom.Empowering teachers with information and skills to leverage games and popular culture, to engage students in 21st century learning.My first experiment with trying to start my own big thing. Really great learning experience, revealed a lot of my limitations (and a few of my strengths).👇 You can read a few words of reflection at the link below.
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Product Development | Game & Content Development | User EngagementLife Skills Group Australia Jul 2018 - Dec 2019Sydney, AustraliaWearing many hats, displaying & strengthening my resilience. My key achievements & responsibilities during my time with this early stage startup:* Guiding development of a web based platform for delivering SEL lessons into K-12 classrooms (from MVP to market entry).* Designing and developing game & pedagogical lesson content, for delivery via a web based platform.* User engagement, testing & account management.A great team, a product with much potential, and a really rewarding way to have been spending my time. A particular highlight has been the opportunity & necessity to leave my comfort zone and spend a lot more time face-to-face with our teachers, students and principals, and this experience has really opened my eyes to the value of community. -
Lead Learning DesignerProsper Education Oct 2016 - Dec 2017Sydney, AustraliaProducing world-class content with a talented team of developers and thought-leaders across ESL, Instructional Learning and Growth Mindset spaces. Empowering young learners to master English and develop oft overlooked Social and Emotional skills.Core responsibilities pertain to • developing and managing the pedagogical content pipeline, • ensuring content adheres to best practices vis-a-vis methodology, scaffolding, reward structure,• refining measurements and practices to rigorously determine efficacy of content, and• developing pipelines to make intelligent use of this efficacy feedback. My personal measure of success is how effectively we spark curiosity and creativity within our students. When students are curious, they are self-motivated. When students are creative, they seek out non-trivial solutions, opening themselves to more personal, rewarding and meaningful learning experiences. -
Lead Game DesignerSemaphore Studios May 2015 - Dec 2016Working remotely with Saudi Arabian studio Semaphore, on multiple projects.My personal goal is to empower the team to produce content to a world-class standard, to amplify a voice that is too often maligned or marginalised in the entertainment industry.
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Design / Programming / Vision HoldingStation Stop Apr 2015 - Feb 2016SydneyA train sim for everybody. I set out to make a game that was accessible and diverse, and the response since our soft-launch at PAX Australia indicates we've succeeded.Ostensibly it's an endless one-touch skill based physics game. In reality it's been an opportunity for me to introduce an auntie and a mother to their first positive gaming experience, give a father a platform to score high and make his son proud, and put smiles on the faces of young players not developed enough to understand complex gameplay. Available now on iOS in the Australian and New Zealand app store.http://stationstopgame.com/gethttps://www.facebook.com/StationStopGame
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Lead Content Designer3P Learning / Intoscience Nov 2011 - Jul 2015Sydney, AustraliaI joined IntoScience as the founding member of the game design team. Initially my core responsibilities included working in Unity to design and develop interactive content. I worked closely with the CTO and CEO to develop a long term vision for the product, meeting regularly to ensure the produced content was adhering to this vision. I developed best practices and instilled discipline where absent, and directed the code team on the creation of toolkit resources, to better facilitate content production.Over time the design team grew and I took on a lead design role, working to ensure the team continued to deliver high quality and pedagogically appropriate content.More recently as the size, ambitions and capability of the company have grown I have spearheaded development of IntoScience Quests, a step up in complexity from our existing core content. Responsibilities here have included developing initial requirements and creating accompanying high-level design documentation, liaising frequently with front and back-end code teams to ensure their proposed solutions adhere to these requirements. More active design work on this front has involved my working closely with science content writers, to develop game content that is both compelling and scientifically accurate.
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Game DesignerTeam Bondi Jun 2009 - Jun 2011During production of LA Noire I was responsible for the implementation, maintenance and gameplay design of On-Foot Chases. I created additional design documentation to ensure retention of my accrued knowledge, and liaised frequently with members of Rockstar studios in assisting their implementation, and to increase their understanding of the On-Foot Chase mechanic. Working within the Design and Production hierarchy, I was the designer directly responsible for multiple cases within LA Noire, including The Red Lipstick Murder, a case demonstrated to the press by Rockstar as an early representation of the quality of the game, also selected for showing at the Tribeca Film Festival.
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Frequently Asked Questions about Dean Longmore
What company does Dean Longmore work for?
Dean Longmore works for Hope You're Having A Great Day!
What is Dean Longmore's role at the current company?
Dean Longmore's current role is Solving problems using games, design and technology..
What is Dean Longmore's email address?
Dean Longmore's email address is de****@****ail.com
What are some of Dean Longmore's interests?
Dean Longmore has interest in Technology, Science, Philosophy, Geopolitics.
What skills is Dean Longmore known for?
Dean Longmore has skills like Game Development, Video Games, Level Design, Gameplay, Game Design, Scrum, Unity3d, Computer Games, Ps3, Xbox 360, Game Mechanics.
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Dean Longmore
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