🕹️ Ramiro Cibrian personal email
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I was lucky enough to find a job on this industry 10 years ago. I started as QA and after 6 months of hard work, I was promoted to the design department due to my potential skills. Since then, I kept growing in the industry. At the beginning I only took care of just one checkpoint, but bit by bit I kept getting newresponsibilities and tasks. After a couple of years I was the person that all the other departments used when they had a doubt with the editor, or when they found a strange bug/crashes. After Scourge was finished, I handled a small team of awesome professionals creating crazy game prototypes. I was also the Tragnarion's PR for all press inquiries as well as all social networks with excellent results.At Limbic Entertainment , I worked for 3 years doing Level Design Gameplay Specialist for Heroes of Might & Magic VII, Might and Magic VII Trial by Fire, Tropico 6, and 2 more undisclosed projects, one of which was cancelled. Among my responsabilities, I was my lead's right hand, handled my peer's tasks, organized workshops and brainstorms with the other departments, requested workflows and tools to improve the performance of the team, made high level decissions about the game's gameplay from the LD side, and became the link between the LD department and the rest of the project with very good results.
Placeholder Gameworks
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Game DeveloperPlaceholder Gameworks Feb 2022 - PresentMunich, Baviera, Alemania
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Associate Creative SupervisorKoch Media / Deep Silver Apr 2018 - Feb 2022Planegg
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Level Designer Gameplay SpecialistLimbic Entertainment Gmbh Aug 2016 - Sep 2017Langen (Hessen), GermanyLevel Designer Gameplay Specialist en Limbic Entertainment GmbH in Memories of Mars. -
Level Designer, Gameplay SpecialistLimbic Entertainment Gmbh Nov 2014 - Aug 2016Frankfurt Am Main Area, GermanyLevel Designer Gameplay Specialist for the Heroes of Might and Magic 7 project. Here at Limbic, I was the link between Game Design and Level Design. As a gameplay specialist I have had a part in developing the engine tools, gave various input on balance, created and implemented new improvements and features for the final game. In addition, I designed the game's achievements as well as created the gameplay part for 26 out of the grand total of 62 maps included in the initial game release. I also helped my Level Design teammates with gameplay inquiries and provided feedback for most of their maps on how to improve the experience for the players. In my work, I pay meticulous attention to detail, causing many discussions on how to implement new features, or change existing ones most conveniently for both end-users and level designers. My expertise lies largely in conveying and maintaining proper game flow to the maximum enjoyment when playing the game, as I feel that games should first and foremost be fun to play. This focus has left my visual aesthetic skills rather pale in comparison, but I am always ready to collaborate and co-operate to improve my own and others' creations when called upon. -
Senior Level Designer & PrTragnarion Studios Mar 2007 - Oct 2014Tragnarion StudiosDesign:· Created several Design documents for game ideas.· Thought on game mechanics and features to not only try to make those games interesting. Also unique.· Managed a small team of persons to create prototypes of those ideas.· Established objectives and made those prototypes a reality.· Design budget, also the different milestones with all the objectives.· Worked close with other department leads to create and improve assets/mechanics.Level Design:· I was in charge of the last 2 of the 4 campaign levels in our game Scourge: Outbreak. My tasks for this levels were the following:o All scripting via kismet for every single checkpoint (14 in total)o Streamingo 5 Boss fightso Handling the logic of for 4 players/AIo Handling all the cinematicso Establishing pick-ups and which weapons the players were gonna useo Deciding which enemy the players were going to faceo Since we didn't have a tool for it, I had to manually handle the population of enemies in each level to maintain the performance for all platforms. I created a kismet logic that later on was implemented in all levels.o Refined performance for the whole game for PS3 and Xbox 360o Helped Programmers to improve several systems such as: AI, navigation, weapons, XP and leveling, Abilities, Checkpoint and save gameo Playtested every checkpoint several times before passing it to QA so there wasn't any obvious bug that could delay their work.o Bug handling of all the bugs for all my levels.· I was also responsible of 5 of the 14 multiplayer maps.o Vendettao Showdowno Crasho Stationo OmegaLocalization:· I localized 3 of our games to Spanish including Doodle Hex, The Scourge Project and Scourge:Outbreak.PR:· I was in charge of Facebook and Youtube· I took care of all the Press inquiries with excellent results· With Facebook, we grew 13000 fans in one year counting that our project wasn't big or popular.· Took care of all the press releases· Did several interviews with the press
🕹️ Ramiro Cibrian Skills
🕹️ Ramiro Cibrian Education Details
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Ies Joan AlcoverEnseñanza Secundaria
Frequently Asked Questions about 🕹️ Ramiro Cibrian
What company does 🕹️ Ramiro Cibrian work for?
🕹️ Ramiro Cibrian works for Placeholder Gameworks
What is 🕹️ Ramiro Cibrian's role at the current company?
🕹️ Ramiro Cibrian's current role is Indie Developer.
What is 🕹️ Ramiro Cibrian's email address?
🕹️ Ramiro Cibrian's email address is fl****@****ail.com
What schools did 🕹️ Ramiro Cibrian attend?
🕹️ Ramiro Cibrian attended Ies Joan Alcover.
What are some of 🕹️ Ramiro Cibrian's interests?
🕹️ Ramiro Cibrian has interest in Science And Technology, Animal Welfare, Videogames Are My Life.
What skills is 🕹️ Ramiro Cibrian known for?
🕹️ Ramiro Cibrian has skills like Unreal Engine 3, Game Design, Unreal Editor, Level Design, Video Games, Xbox 360, Game Development, Multiplayer, Ps3, Scripting, Desarrollo De Videojuegos, Videojuegos.
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Ramiro Cibrian
Naucalpan De Juárez, Mex
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