Gord Cooper work email
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Gord Cooper personal email
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I am a Game Designer and professor with a strong management background. I've been designing and teaching games for over 15 years now.My industry work includes production, systems & mechanics design, creative & story design, on teams ranging anywhere from 3 to 75+ people, on mobile (iOS, et al) and home console (current gen) devices.My management experience spans $2m+/year retail to corporate-level, Fortune 500 office.Shipped Titles:Disney Mirrorverse (iOS & Android) - Kabam. Character Design, Systems Design, Mechanics Design.Forged Fantasy (iOS & Android) - Hothead Games. Character Design, Mechanics Design.Killshot Bravo (iOS & Android) - Hothead Games. Weapon Design, Systems design, Progression Design.Gun Kings (iOS & Android) - Hothead Games. Systems design, Progression Design.Red Bull Snowboard: The 4th Phase (iOS & Android) - Roadhouse Interactive. Systems design, Progression Design.Red Bull Ski (iOS & Android) - Roadhouse Interactive. Systems design, Progression Design.Transformers: Battle Tactics (iOS & Android) - DeNA Vancouver. Systems design, Localization Lead, Live Operations & Event Co-ordination.Go Go Ghost! (iOS & Android) - DeNA Vancouver. Mechanics & creature design, localization, Live Operations & Event Co-ordination.Criminal Legacy (Android) - GREE Intl./IUGO Mobile Entertainment. Mechanics, content & layout designer.Rage of the Immortals (iOS & Android) – GREE Intl./IUGO Mobile Entertainment. Mechanics, content & layout designer. Monetization & retention concepts.Knights & Dragons (iOS & Android) – GREE Intl./IUGO Mobile Entertainment. Mechanics, content & layout designer. Consistent iOS Top 25 Highest Grossing Title.Battle Hackers (Android) – IUGO Mobile Entertainment. Mechanics & layout designer.Animal Academy: Fairy Tails (iOS) – IUGO Mobile Entertainment. Mechanics, content & layout designer. Monetization & retention concepts.Animal Academy (iOS) – IUGO Mobile Entertainment. Mechanics designer, content writer.Sunshine Cruise Lines (iOS) – IUGO Mobile Entertainment. Systems & Mechanics designer, Character & Content design & writer.SSX – EA Canada. Assistant Producer/Level Designer.Specialties (Design & Implementation):- Systems/Mechanics- Creative & Story- User Experience- Team Management- Monetization
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Combat DirectorRiyo GamesMission, Bc, Ca -
Lead DesignerKoolhaus Games Inc. May 2024 - PresentVancouver, British Columbia, CanadaManage a team of DesignersSpreadsheets (Excel)Feature DesignerSystems Designer -
Lead Game DesignerSmoking Gun Interactive Inc. Sep 2023 - Mar 2024Vancouver, British Columbia, CanadaFeature OwnerProgression DesignSpreadsheets (Excel) -
Sr. System DesignerNavigator Games Ltd Jun 2023 - Aug 2023Vancouver, British Columbia, CanadaSystems DesignProgression DesignSpreadsheets (Excel & Google Sheets) -
Sr. Rpg DesignerKabam Jan 2019 - May 2023Vancouver, BcAt KABAM, I was a Senior RPG Designer on the award-winning game Disney Mirrorverse. I have seen this game through since pre-production, designing characters, mechanics, and their narrative. I have spearheaded design on multiple new mechanics and systems, and helped guide the design of the character combat, progression and upgrade systems. Additionally, I have designed characters with 'rhyming mechanics' in mind, trying to achieve parity between our character roles by maintaining a functional 'mechanic wheel' that considers role when assigning mechanical and gameplay utility, to make certain that each role and character has unique feel and utility when being played. -
ProfessorLangara Centre For Entertainment Arts Sep 2020 - Dec 2021British Columbia, CanadaCourse instructor and curriculum design: Systems Design
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Instructor & Design MentorVancouver Film School May 2013 - Dec 2021VancouverAs a Design Mentor, my role at Vancouver Film School is to maintain a close relationship with multiple teams of students in the final 2 terms of their tenure at VFS, and help guide them through the 12-week process of designing, producing, and presenting a completed product.From design to inception, I visit the teams once a week, and make certain that any questions and concerns are addressed, and a professional, industry outlook is applied to both their projects and their conduct.From here, I give feedback regarding their progress, pipelines, et al, and additionally, offer to answer any and all questions they have - I am there for them, and it is my job to make sure they execute at their highest possible levels, and succeed to the best of their ability. -
Sr. Game DesignerHothead Games Sep 2016 - Jan 2019Vancouver, BcOne of my first major tasks was to overhaul the entirety of the progression, economy and weapon system in our popular shooter, Kill Shot Bravo by auditing all game data spreadsheets and factoring algorithms and formulae rather than the hand entered data that was being utilized.System & Mechanics DesignCharacter & Progression DesignNarrative & Dialogue Writing -
Sr. Game DesignerRoadhouse Interactive Dec 2015 - Aug 2016System & Mechanics DesignProgression SystemsHEAVY use of Excel and Google Sheets
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DesignerKemojo Studios May 2015 - Dec 2015Vancouver!Systems & Mechanics DesignLive OperationsMonetization Design
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Associate ProducerDena Aug 2014 - Apr 2015Vancouver, British ColumbiaAt DeNA, I was fortunate enough to work on two excellent titles as Associate Producer. - Transformers: Battle Tactics - an online/multiplayer tactical strategy game based on the strong backbone of Super Battle Tactics, but utilizing the excellent and storied background of Hasbro's Transformers license. My responsibilities included Localization Lead, live operations & maintenance, feature and systems design. - Go Go Ghost - an Android/iOS endless runner with unique collection & combat features, I was responsible for character, feature & systems design, running events, and live operations. -
Game DesignerIugo Mobile Entertainment Jan 2011 - Aug 2014While at IUGO, I worked on the following titles that have seen release - Knights & Dragons: Created for GREE Inc., I worked as a designer on the following aspects of this game - systems, gameplay, quest & storyline, general production. - Criminal Legacy: Created for GREE Inc., I worked as a UI/UX designer, and content creation. - Rage of the Immortals: Created for GREE Inc., I worked as a designer on the following aspects of this game - systems, content creation, gameplay, & general production. - Animal Academy Fairy Tails: A followup in the Animal Academy series, I was responsible for a great deal of the systems & mechanics, monetization, character, story & world design. - Animal Academy: The first in a successful franchise at IUGO Mobile, I was responsible for the update stream on Animal Academy, designing new expansions, rooms, characters, and systems. - Sunshine Cruise Lines: My first project at IUGO, I was responsible for systems & mechanics, character, story & world design, missions, and overall direction of the game in general.My design responsibilities at IUGO Mobile are collected under the following disciplines- Writing/Maintaining Game Design Documents- Systems/Mechanics Design- UI/HUD Design- User Experience Design- Character/Mission Design- Story/Dialogue Design- Monetization DesignMy responsibilities at IUGO span many disciplines, are flexible and well-implemented. I am proud to work with a talented and accomplished team, on projects that we are proud of. -
Assistant Producer/Game DesignerEa Canada Jun 2010 - Dec 2010My work at EA on the SSX franchise started with Level Design, and has now branched out to Assistant Producer on Creative and Audio Design. As Assistant Producer in the Creative and Audio department, my daily tasks included asset collection, heavy documentation in all MS Office suite tools (Word, Visio, Excel, Powerpoint) and presentation creation. In addition to this, I used the Adobe suite of tools (Photoshop, Premiere) to create rip-o-matics, and other required assets for our department. My judgement on needs and requirements for our group was trusted and respected.As Level Designer, I was responsible for prototyping level concepts based on both direct instruction and personal initiative using in-house 3D tools. -
Creative Designer/WriterWithout You Sep 2009 - Feb 2010Though this 6-month period, I created the story 'Without You' as a background structure for a game. It is a modern detective story, with a base in the supernatural, exploring family and personal issues. My work includes; - Story overview - Character studies (2 main, plus tertiary) - Story/character history studies - Cutscene/NIS document (details all cutscenes and non-interactive sequences throughout the story) - Full-length (2:30) cutscene example, including dialogue and background score - Level Design document for sample Game Level, including mission structure and character motivations
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StudentVancouver Film School 2009 - 2010 -
Business ManagerEbgames Dec 2003 - Jun 2009My stores consistently beat company goals, and I successfully cross-promoted our business with major establishments and local small businesses. Additionally, I not only managed, but helped to open 3 stores in my district, and was also key in reorganizing a dozen stores in Calgary in a single week.
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Game ProducerPlaymobility Jan 2007 - May 2009As Game Producer at Playmobility, I was responsible for creating concept and design documents for games, overseeing decisions in the gaming division, and balancing gameplay in our titles.
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Corporate SupervisorHewlett-Packard Jun 2001 - Nov 2003As a corporate-level supervisor for Hewlett-Packard, I was responsible for assisting employees during technical calls, managing customer and client expectations in regards to product lines, and generally 'putting out fires', both technically and figuratively. -
AssociateFreelancer Mission Games/Heartbreaker Hobbies Jan 1993 - Jan 1997I had the opportunity to not only promote and sell traditional (board/card/pen & paper and tabletop) games to clients, I was also responsible for painting entire armies and teaching new players the rule sets, creating terrain, and all in all, showing people a great time with our games up and down the West Coast, while also getting my work showcased in trade publications.
Gord Cooper Skills
Gord Cooper Education Details
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Game Design -
University Of The Fraser ValleyFashion Design/Japanese History -
Hatzic Sec.
Frequently Asked Questions about Gord Cooper
What company does Gord Cooper work for?
Gord Cooper works for Riyo Games
What is Gord Cooper's role at the current company?
Gord Cooper's current role is Combat Director.
What is Gord Cooper's email address?
Gord Cooper's email address is go****@****ail.com
What schools did Gord Cooper attend?
Gord Cooper attended Vancouver Film School, University Of The Fraser Valley, Hatzic Sec..
What skills is Gord Cooper known for?
Gord Cooper has skills like Game Design, Level Design, Video Games, Gameplay, Game Development, Unreal Engine 3, Team Management, Game Mechanics, Mobile Games, Unreal Editor, User Experience, Photoshop.
Who are Gord Cooper's colleagues?
Gord Cooper's colleagues are Mohammed Bakir Khawam Khalaf, Shawn Ferreira, Ilya Treleaven, Rafael De França, Katie Alexander, Joakim Bautista, Samuel Boudreau.
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Gord Cooper
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