Accomplished game designer with extensive experience in AI programming, independent game development, and large-scale game production. Proven track record in adapting to new technologies, creating innovative game systems, and leading successful projects. Expertise with multiple production methodologies such as Agile/Scrum, and proficiency in multiple programming languages.
Ocho Cat
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Game DeveloperOcho CatHenderson, Nv, Us
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Senior Technical Designer - Ai SystemsPetroglyph Jan 2022 - Aug 2024Las Vegas, Nv, UsDesigned and implemented AI systems for "9-Bit Armies: A Bit Too Far," including real-time map evaluation, pathfinding, and dynamic base construction using Lua / LuaJIT to provide direct access for the modding community. Supported AI development for "The Great War: Western Front" tactical and strategic gameplay modes. Enhanced AI functionality and game operations, improving player experience and game performance. -
Independent Development And ProductionOcho Cat Jan 2020 - Aug 2021Development and production of "Pixelstar Hero" for PC and Android, including game play systems, programming, art, and audio. Independent development utilizing C#, Godot, GIMP, Piskel, Audacity, OpenShot, OBS, and Google Suite as the primary toolset.
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Independent Development And ProductionSally Rough Jan 2014 - Apr 2019Developed and successfully launched “Airship Asunder” for PC on Steam, bypassing Steam Greenlight and securing a place in Humble Bundle. Engineered a scalable client-server architecture for online play, a fully moddable environment to facilitate asset integration. Conducted successful online playtesting and engaged in social marketing through multiple platforms.
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Game DesignerTrion Worlds, Inc. Jan 2013 - Mar 2013Redwood City, UsEnd of Nations MMORTS: Game Designer, revised the new player tutorial experience and provided technical support for the development team. -
Senior Technical DesignerPetroglyph Games Jan 2004 - Dec 2012Las Vegas, Nv, UsScriptwriting, campaign mission design, and content creation for “Star Wars: Empire at War” and “Star Wars: Forces of Corruption,” utilizing XML and LUA as a foundation. Developed missions, events, and systems for "Universe at War: Earth Assault” including procedures to harmonize AI functionality with scripted events implemented by the design team. Served as the primary technical liaison between content development and engineering for the E3 Best of Show nominee “End of Nations,” an early approach toward massively multiplayer online real-time strategy gaming. Completed technical design documentation for internal development, and engaging marketing materials for trade shows and press releases. -
Assistant ProducerElectronic Arts 2002 - 2004Redwood City, Ca, UsManaged asset development and coordinated visual prototyping for “Lord of the Rings: Battle for Middle Earth,” winner of the E3 2005 Game Critics Award for Best Strategy Game. Oversaw development of multiplayer maps and directly implemented AI modifications for “Command and Conquer: Generals Zero Hour,” an expansion for the critically-favored RTS title. Managed scheduling and prioritization of visual effects production for “Medal of Honor: Pacific Assault,” facilitating effective internal and shareholder presentation. -
Senior DesignerWestwood Studios 1998 - 2002Las Vegas, Nevada, UsDesigned and balanced multiplayer battlefields for “Command and Conquer: Renegade,” an IAA nominee for Best Multiplayer Game, utilizing C++ and 3D Studio Max. Developed systems and content for “Earth and Beyond,” a nominee for PC Gamer US's "2002 Best Massively Multiplayer Game" award. Designed a collectible card game system for the “Command and Conquer” video game series, an attempt to enter the CCG market during the early fervor of “Magic: The Gathering.” Effective communication skills demonstrated by representing the company at various trade shows and gaming conventions. -
Lead Game DesignerStrategic Simulations Incorporated 1994 - 1998Developed “Dungeons and Dragons: Dark Sun Online” on the Total Entertainment Network, one of the early pioneers of massive multiplayer online gaming, and one of the first graphical MMOs. Directly mentored a team of designers and quality assurance testers, providing project guidance while ensuring consistency in content development and effective player immersion. Programmed background multiplayer network mechanisms to facilitate player progression and conflict resolution. Developed world environments and programmed dialog systems. Completed and launched several additional titles such as “Soldiers at War,” “War Wind,” “Steel Panthers,” and “People’s General” with a variety of programming languages and editing suites.
Rick Donnelly Education Details
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Foothill CollegeComputer Programming -
Blackford High School
Frequently Asked Questions about Rick Donnelly
What company does Rick Donnelly work for?
Rick Donnelly works for Ocho Cat
What is Rick Donnelly's role at the current company?
Rick Donnelly's current role is Game Developer.
What schools did Rick Donnelly attend?
Rick Donnelly attended Foothill College, Blackford High School.
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