Ian D.

Ian D. Email and Phone Number

Director of Entertainment Development / Principal Game Designer @ Alibi Entertainment LLC.
Ian D.'s Location
San Francisco, California, United States, United States
Ian D.'s Contact Details
About Ian D.

Accomplished Game Design Generalist, Principal Game Designer, Content Creator, and Creative Writer with an eclectic background and broad spectrum of experience, spanning over 25-years in the game-industry and entertainment-industry combined. (Links below)Complete work history, experience, and portfolio:https://www.iandominguez.com/Independent Arts and Entertainment work:https://alibi-entertainment.com/Sperasoft a Keyword company:https://sperasoft.com/

Ian D.'s Current Company Details
Alibi Entertainment LLC.

Alibi Entertainment Llc.

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Director of Entertainment Development / Principal Game Designer
Ian D. Work Experience Details
  • Alibi Entertainment Llc.
    Director Of Entertainment Development
    Alibi Entertainment Llc. Apr 2023 - Present
    Director of Entertainment DevelopmentCreative DevelopmentPrincipal Game DesignNarrative DesignCombat DesignEstablish the Creative Process for new IPEstablish Professional Standards for Handling IPEstablish Brand and Identity for new IPAuthor for New Game ConceptsAuthor for Narrative StructuresAuthor GD DocumentationAuthor for Design Tests Author for Game DeconstructionsAI Prompt Engineering for Midjourney and Chat GPTLevel Design Visualization (UE5)
  • Sperasoft
    Principal Game Designer
    Sperasoft Dec 2021 - Present
    Burbank, Ca, Us
    Principal Game DesignCreative Development for new projectsNarrative Design DirectorCombat DesignerAuthor GD Documentation per project needs(features, combat, characters, arenas)Established the Creative Process for new IPEstablished game Brand and Identity for new IPContributed to new business and client meetingsAuthor for Design Tests and Test AssessmentsContributing Creative Writing to Game StoryLevel Design contribution (UE5)Deliver Estimates and Scope for projectsHost Applicant Interviews
  • Rogue Theory Studio
    Game Designer / Creative Writer
    Rogue Theory Studio Jun 2018 - Dec 2021
    Unannounced Project (Game Demo)(Developed using Unreal Engine 4.26 and recently transitioned to Unreal Engine 5 - early access)- Open-world, third-person, action/adventure, with RPG elements, metroidvania gear-gating, and recursive gameplay.- Game owner, Vision-holder, Author of story/treatment featuring a gothic-horror-world and original characters.- Solo-Designed the entire game; including two open-world levels, character abilities, weapons, combat system, custom cameras, amination BP, montages, blend-spaces, leveling system, pause-screen/menu, game-UI, player HUD, checkpoints, teleport-system, save-system, enemy-spawners, and more.(*Currently work in progress)
  • Rogue Theory Studio
    Game Designer / Creative Consultant
    Rogue Theory Studio Feb 2014 - Dec 2021
    Freelance Game Design Consultant and Creative Writer (*This is prior to rebranding as Rogue Theory Studio)Clients:- Free Range Games- Fifth Journey (see entry below)- Sub Dream Studios- Tiny Co. (prior to FTE) (see entry below)
  • Ascendant Studios
    Senior Level Designer
    Ascendant Studios Jul 2020 - Feb 2021
    San Rafael, Ca, Us
    Immortals Of AveumLevel Design and Development using Unreal Engine 4.26
  • Free Range Games
    Design Consultant
    Free Range Games Jul 2019 - Sep 2019
    Sausalito, Ca, Us
    SpellDrifter (iOS Apple Arcade launch title)● Quest Design / Implementation (developed using Unity Engine)● Fantasy C-RPG/CCG with table-top and strategy elements.● Contributed design content, user experience, setup missions, and balancing.
  • Fifth Journey
    Game Design Director / Principal Game Designer
    Fifth Journey Mar 2015 - Jul 2018
    - Pacific Rim: Breach Wars (dev @ Kung Fu Factory)- Kubo: Samurai Quest (dev @ Playside Studios)- RoboCop: Delta City (dev @ Playside Studios)- The Expendables: Origins (dev @ Directive Games)- Hartland (dev @ Sproing)- Run from Dusk till Dawn (dev @ Playside Studios)- Owned the overall design vision and responsible for establishing principal designs, game scope, and creative high-bar- Worked closely with the CCO to oversee the implementation of design concepts, process, and game features- Evangelized and presented game concepts and development needs to executive team, external stakeholders, co-creators- Supervised and managed development progress against milestone deliverables and course corrected as needed- Identified gaps in development and design, offered recommendations and implemented solutions- Authored game pitch decks, concepts, design docs, creative writing, and overall direction for multiple titles- Helped to maintain licensor relationships, adapted the unified vision into core design concepts- Authored game Deconstructions of competitive games, highlighting comparisons of essential game design elements, mechanics, narrative, features, and player experiences- Monitored design deliverables throughout all phases of production to preserve design vision- Principal game design, worked with developers, brand creators, narrative writers and voice actors- Designed dozens of Jaegers and Kaiju, including background story, physical definitions, pilot stories, game stats, and worked with external concept artists to develop their appearance- Worked closely with licensors and creative writers to define the game narrative, missions, key-features, new characters and how the game fits within the greater brand / lore- Collaborated extensively with the creative teams at: Legendary Pictures, Universal Pictures, MGM, Miramax, El Rey Network, Lionsgate, Hartbeat Productions, Kung-Fu Factory, Directive Games, Playside Studios, Sproing
  • Tinyco
    Lead Designer: Combat & Missions
    Tinyco Oct 2014 - Apr 2015
    - Star Wars: Smuggler (iOS, Android) (collaboration w/Lucasfilm)- Combat Lead and Principal Designer for the game’s core gameplay, scope, missions, narrative, pacing, player ramping, art concepts and content creation in collaboration with LucasArts- Worked closely with project writers to develop the game story, characters, mission dialogue, quips, and content writing- Hands-on Level Design for all playable spaces, implemented dozens of gameplay missions, cinematic cut-scenes and action sequences via Unity engine- Worked closely with gameplay engineers to manufacture and oversee essential gameplay systems, mechanics- Worked closely with project producers and leads to establish, prioritize, and communicate goals for the team- Provided mentorship to other designers and team members- Sourced and collaborated with external development partners (Free Range Games)- Consulted to maintain Star Wars license integrity and narrative ideas
  • Tinyco
    Design Consultant
    Tinyco Feb 2014 - Oct 2014
    - Contract position for being offered FTE Lead role- Senior Mission Designer and Star Wars Consultant on Unannounced title(see entry above)
  • Zynga (Mobile)
    User Experience Designer / Game Principal Designer
    Zynga (Mobile) Oct 2011 - Feb 2014
    San Francisco, California, Us
    - Running with Friends (iOS, Android) - Words with Friends (original) (iOS, Android) - Words with Friends: Celebrity Challenge (iOS, Android) - Scramble (iOS, Android) - Frontierville (Facebook)- Mafia Wars 2 (Facebook)- Contributed to the overall user experience, strategy, design, and implementation for each game- Provided peer review for teammates and project status reports to project leads for each game- Worked with designers, writers, engineering, marketing, and project managers to foster a collaborative team dynamic- Manager training, and working with International Developer training- (Celebrity) Principal game designer on the “Celebrity Challenge” event which raised $1 million for charity in a week- (Celebrity) Worked with an external talent coordinator to drive the event with celebrities and content- (Running) Authored narrative context for the entire game, created and defined game characters- (Frontier/MW2) Content and narrative design, DAU quest design
  • Crystal Dynamics
    Senior Level Designer
    Crystal Dynamics Feb 2011 - Jun 2011
    San Mateo, Ca, Us
    - Tomb Raider (PS3 / Xbox 360) - Hub level design (a common play-space which updated as the story progressed) and contributed to level design on the Waterfall descent and Scavenger Camp levels- Established working processes, development standards, conventions, metrics for gameplay in collaboration with the team- Crafted unique geometry, level flows, hero moments, and blockbuster action sequences- Built environments to showcase combat, traversal, area puzzles, and game narrative
  • Lucasarts
    Level Designer
    Lucasarts Sep 2006 - Sep 2010
    San Francisco, Ca, Us
    - Indiana Jones: Staff of Kings (PS2, Xbox 360)- Star Wars: The Force Unleashed I (PS2, Xbox 360)- Star Wars: The Force Unleashed II (PS2, Xbox 360)- Star Wars: The Force Unleashed - Ultimate Sith Edition (PS2, Xbox 360)- Lucidity (XBLA prototype)- Level Design: Focus on crafting level design geo, maps, level flow, gameplay events, environmental puzzles, tutorial events, epic-action sequences, hero moments, enemy encounters, and boss battles- Leadership: Design mentor for LucasArts STRAT program, co-leading a team of international designers from Singapore- (Indian Jones) Level design for the Waterfall Ascent (tutorial level) and the Pillager Camp- (TFU1) Level design for Raxus Prime 1, and Raxus Prime 2, including several boss encounter areas; I designed the iconic Star Destroyer pull-down battle- (TFU2) Level design and narrative design for Camino 1 - Prison Escape (player tutorial section) and Camino 2 - Spire Ascent (to final boss); Contributed narrative design to the overall story beats and characters, and later shared a nomination for video game script of the year- (Ultimate Sith) Level designer on Jabba's Palace, the Rancor Pit boss fight and Jabba's Dungeon Escape level, leading up to the Boba Fett boss battle- (Lucidity) Game design co-creator and implementation for playable prototype; this was a Dream-Week Contest endeavor, before our prototype became a fully developed game
  • Lucasarts
    Narrative Designer
    Lucasarts Sep 2006 - Sep 2010
    San Francisco, Ca, Us
    - Indiana Jones: Staff of Kings (PS3/X360)- Star Wars: The Force Unleashed I (PS3/X360)- Star Wars: The Force Unleashed II (PS3/X360)- Star Wars: The Force Unleashed - Ultimate Sith Edition (PS3/X360)- Lucidity (XBLA prototype) (game co-creator)- The Secret of Monkey Island: Special Edition (thank you credit)- Narrative/Writing: Attended script writing and movie analysis lectures through LucasArts extended learning classes; Shared a co-nomination for my writing contributions to: Star Wars: the Force Unleashed 2 - Outstanding Video-game Script of 2010 by the Writers Guild of America, West (standing member of the WGAW) - Contributed to original character development and story events, narrative pacing and progressions, contributing to Lucasfilm canon
  • Seven Studios
    Level Designer / Narrative Designer
    Seven Studios Aug 2005 - Aug 2006
    Los Angeles, Ca, Us
    - The Sopranos: The Road to Respect (PS2/Xbox)- Level designer for Satriale's, the Gym, the Night Club and the Wilderness playable area- Owned the design for side quests missions, dialog branch system, level geometry, enemy encounters, puzzles, and unique gameplay events- Planning design via 2D maps, diagrams, and written documentation- Building 3D layout such as blockmesh and world authoring- Scripting events and interactions- Writing: Collaborated with HBO staff writers on game script
  • Seven Studios
    Game Producer
    Seven Studios Aug 2005 - Aug 2006
    Los Angeles, Ca, Us
    - The Sopranos: The Road to Respect (PS2/Xbox)- Hosted daily design team scrum meetings- Supported and communicated the game’s high-level design, hosted design discussions and reviews, drove level-production related meetings and creative narrative meetings- Worked closely with the project leads to help ensure game levels and features were entertaining and balanced- Solicited feedback from team members; collated official feedback with design solutions for improvement to the design process, scope, and content
  • Legacy Interactive
    Production Assistant / Qa Manager
    Legacy Interactive Dec 2004 - Aug 2005
    Los Angeles, Ca, Us
    - ER (PC)- Law & Order: Criminal Intent (PC)- Zoo Vet (PC)- Assisted the dev team with all game content, organization, communication and influence across all projects- Helped designers, and championed engaging gameplay features- Lead QA team to achieve a variety of production goals- Provided, received and implemented constructive peer-feedback on game features and environments- Collaborated with all departments to ensure content met established goals- Contributed to team culture by building consensus and using collaborative approaches to conflict resolution
  • Thq
    Production Assistant / Qa Manager / Design Consultant
    Thq Jul 2002 - Dec 2004
    Agoura Hills, Ca, Us
    - The Punisher (PS2/Xbox) (collaboration w/MARVEL, dev @ Volition)- Full Spectrum Warrior (Xbox)- Red Faction II (Gamecube)- Pride FC (PS2/Xbox) (dev @ Yukes)- WWE Smackdown Vs. Raw (PS2/Xbox) (collaboration w/WWE, dev @Yukes)- WWE SmackDown! 5 “Here Comes the Pain!” (PS2)- Wrestlemania XIX (NGC) (collaboration w/WWE, dev @Yukes)- MX Vs. ATV (PS2/Xbox)- MX Unleashed (PS2/Xbox)- Directly managed and supervised multiple QA teams including dozens of essential QA staff- Carried out manager responsibilities in accordance with the organization's policies. Including: conducting interviews, new hiring, employee training, tasking, and directing work, performance appraisal, reward and discipline; addressing complaints and resolving problems, in conjunction with the senior staff- (Punisher) Character continuity evangelist. Helped design character features, and contextual kills
  • Konami Digital Entertainment
    Qa Lead
    Konami Digital Entertainment Jul 2001 - Apr 2002
    Chuo-Ku , Tokyo, Jp
    - Metal Gear Solid 2 (localization)(PS2)- Castlevania: Circle Of The Moon (GBA)- Frogger: the Great Quest (PS2)- Frogger’s Adventures: Temple of the Frog (GBA)- Whiteout (PS2)
  • Sega Of America, Inc.
    3Rd-Party Qa Lead
    Sega Of America, Inc. Jun 1999 - Mar 2001
    Irvine, California, Us
    - Proud member of the Sega Dreamcast Launch Team!(Just some of the games I tested on Dreamcast) - Soul Calibur (1) - Weapon Zero - Grandia 2 - Tee Off Golf - Airforce Delta
  • Psygnosis
    Marketing Coordinator
    Psygnosis Sep 1998 - Jun 1999
    Gb
    - ODT- Colony Wars 2- Worked closely with the marketing team to promote and advertise Psygnosis games.

Ian D. Skills

Xbox 360 Ps3 Game Design Gameplay Game Development Video Games Level Design Multiplayer Wii Game Mechanics Computer Games Xbox Perforce Casual Games Unreal Engine 3 Social Games Mmo Lua Maya Mobile Games Animation Unreal Editor Console Cinematics World Building Scripting Environment Art Narrative Video Game Production Unity3d Console Games Low Poly Modeling User Experience Traditional Animation Creative Design Design Direction Brand Development User Experience Design Adobe Photoshop Creative Conception Creative Pitching Character Concept Design Interactive Creative Direction Game Design Documents Mobile Game Development Comic Books Art Direction Online Gaming Film

Ian D. Education Details

  • Academy Of Art University
    Academy Of Art University
    Film And Digital Arts
  • Noble Work Foundation
    Noble Work Foundation

Frequently Asked Questions about Ian D.

What company does Ian D. work for?

Ian D. works for Alibi Entertainment Llc.

What is Ian D.'s role at the current company?

Ian D.'s current role is Director of Entertainment Development / Principal Game Designer.

What is Ian D.'s email address?

Ian D.'s email address is ne****@****ail.com

What is Ian D.'s direct phone number?

Ian D.'s direct phone number is +132323*****

What schools did Ian D. attend?

Ian D. attended Academy Of Art University, Noble Work Foundation.

What skills is Ian D. known for?

Ian D. has skills like Xbox 360, Ps3, Game Design, Gameplay, Game Development, Video Games, Level Design, Multiplayer, Wii, Game Mechanics, Computer Games, Xbox.

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