Carl Dungca
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Experience
Electronic Arts - Tiburon
09/2011 – 05/2013 Orlando, FL
Associate Designer, NBA Live franchise
- Presentation Technical Designer, camera specialist
- Implemented total overhaul of gameplay camera system, including selection logic and motion behavior
- Worked with proprietary visual, node-based scripting system
- Designed & implemented ~150 context-specific camera motion behavior profiles
- Created & maintained deep stateflow for camera behavior profile selection
- Studied archived game broadcast footage to replicate real-world camera operator & production director behavior/logic
- Created annotated rip-o-matics, screen-captures, and flowcharts documenting observed behaviors and changes necessary for in-game implementation
- Created & implemented numerous pre-animated camera moves in MotionBuilder for non-interactive sequences
- Instructed colleagues within & outside of the NBA Live team on usage of camera scripting system
- Researched & designed data visualization presentation packages
- Designed "coolness rating" logic for highlight/replay selection
- Scrum methodology
TOKYOPOP
12/2010 – 03/2011 Remote
Game Producer (Contractor), Bizenghast: Wicked Labyrinth
- Managed iOS game development across multiple remote contractors
- Ensured brand consistency
- Maintained documents and wikis
- Assisted in game design
- Assisted in level design
- Adjusted level & mechanics progression
- Developed sound design
- Tuned level timing & collectibles/unlockables economy
- Assisted in QA testing
Game Producer (Contractor), Skelanimals Snowball Spectacular
- Managed iOS & Android game development across multiple remote contractors
- Ensured brand consistency
- Maintained documents and wikis
- Assisted in game design
- Developed sound design
- Assisted in QA testing
- Conducted post-mortem with dev team & license owner
Electronic Arts - Tiburon
07/2009 – 07/2010 Orlando, FL
Assistant Producer, EA Sports MMA
**Winner & nominee of numerous Best of E3 2010 awards
- Nearly full end-to-end production (writing, scripting, implementation) of Career Mode content
- cinematics
- emails
- voicemails
- web articles
- exercise feedback audio
- Logic scripting
- Scripted content dispensing logic for 1000+ events
- Gym trainer audio writing & logic scripting/implementation
- Fight announcer audio logic scripting/implementation
- Asset management
- Managed 14,000+ line XML file containing game event logic
- Managed database for 1600+ lines of gym trainer audio
- Managed camera logic for 20+ gyms & venues
- Managed subtitles for 400+ lines of audio
- Workflows/pipelines
- Documented workflows/pipelines in wiki & Visio diagrams
- Trained content creators & implementers
- Cinematic creation
- Audio workflows
- Subtitle implementation
- Camera scripting
- Logic authoring
- Stateflow authoring
- Other production
- Scrum methodology
- Created Visio diagrams for Career Mode gameflow
- Oversaw production of 150+ cinematics
- Oversaw art production for ~20 magazines & posters
Gorilla Systems Corporation
01/2009 – 06/2009 Tampa, FL
Designer, Unannounced New Platform
- Research & prototyping
Designer, Unannounced Wii Title
- Placed and configured static cameras in game environments
- Designed 12 musical mini-games
- Researched next-generation engines
Electronic Arts - Tiburon
09/2008 – 11/2008 Orlando, FL
Production Intern, EA Sports Central Online
- Matchmaking feature owner across all X360/PS3 sports titles
- Guided Matchmaking feature development and future online architecture improvements for title year 2010-future
- Developed and presented weekly status reports
- Developed and pitched design documents
- Collaborated daily with Central Online team at EA Canada
Florida Interactive Entertainment Academy/Cohort 4 Games
08/2007 – 11/2008 Orlando, FL
Producer & Designer, Zephyr: Tides of War
- **IndieCade@E3 2009 showcase selection
- **IndieCade@SIGGRAPH 2009 showcase selection
- Managed asset creation and implementation in 16 person team
- Co-developed game design
- In charge of player/crew interaction, voice commands, player feedback mechanisms, and on-ship and world environment ambience
- Supervised character, creature, vehicle design & animations (hand-keyed & motion-capture)
- Designed & wrote missions using in-house mission editor.
- Developed and presented GUI prototype
- Developed and presented weekly status report materials
- Produced rip-o-matics and video trailers
- Documented project status using internal Wiki
- Developed and maintained promotional website (http://zephyr.vidzone.net)
- Co-developed & produced 11 game designs
- Managed asset creation and implementation in 3-6 person teams
- Developed & performed interim and final game presentations
- Utilized variety of technologies including Flash, Torque, Panda3D, Sandbox, Unreal Engine 3, XML, visual scripting, and networking.
Additional Work Experience:
Best Buy, Geek Squad, MyMediaWorks, video production
Education
Florida Interactive Entertainment Academy
Fall 2007 – Fall 2008 Orlando, FL
Interactive Entertainment MS, Production (3.850 GPA)
University of Central Florida
Fall 2003 – Spring 2007 Orlando, FL
Digital Media BA, Internet & Interactive Systems (3.599 GPA)
Skills
Tools:
- Microsoft Office
- Microsoft Visio
- Mindjet MindManager
- Perforce
- DevTrack
- Code Collaborator
- UnrealEd (Engine 3)
- Kismet
- Aurora
- Torque Game Engine
- Panda3D
- Autodesk Maya
- Adobe Photoshop
- Microsoft Photodraw
- Camtasia
- Final Cut Pro
- Adobe Premiere
- Adobe AfterEffects
- Dreamweaver
- Microsoft Frontpage
- Adobe PageMaker/InDesign
- Microsoft Publisher
- Microsoft Windows & Mac OS X
Skills:
- Game Development
- Project Management
- Team Management
- Public Speaking
- Mind Mapping
- Gameplay Balance & Tuning
- Scripting
- 3D Modeling
- Video Editing
- Audio Editing
- Web Design
- Graphics Design
- Desktop Publishing
- Computer Repair
Interests/Hobbies:
- Video Games (800+ collection)
- Film
- Music
- Blogging
- Photography
- Toys
- Cooking
- Deal-Hunting