Stephen Riesenberger, ANOTHER NTEK PATENT-HOLDER & 20yr Gaming Veteran!!! Creative Director, Game Designer at NanoTech Gaming Labs images.investorshub.advfn.com/images/uploads/2014/7/31/epy[fStephen_Gaming_Designs.jpg Stephen Riesenberger - Video Game Design Portfolio https://www.youtube.com/playlist?list=PL659938175C69F72A Qualifications: • Over 20 years of professional experience; full life cycle of video game Production • Hands-on game development for iOS, Wii, Xbox360, PS3, PC, and Arcade • 3D modeling skill in Maya, 3DS MAX, SketchUp, and Multigen Creator • Familiar with Photoshop, Illustrator, MS Office suite, version control, project tracking software • Understanding of Renderware, Radiant, Unreal, Lua, C++, scripting animations, events, AI • Creative problem solving, written and verbal communication skills, nagging attention to detail Experience NanoTech Entertainment, IncCreative Director NanoTech Entertainment, Inc March 2014 – Present (5 months)Las Vegas, NV Awesome things are happening! Game Designer Freelance Game Design work May 2013 – February 2014 (10 months)Greater Los Angeles Area 12/2013 - 01/2014 Big Red Button Entertainment - Level Design, CryEngine3, WiiU 11/2013 - 12/2013 Personal project - C#, Gameplay and Procedural generation, Unity, Mobile 09/2013 Magic Pixel Games - Level Design, Mobile Magic Pixel GamesDesigner, Co-founder Magic Pixel Games March 2010 – May 2013 (3 years 3 months)Greater Los Angeles Area “Unannounced Titles” - iOS, Android - Contributed to monetization, social, combat, and character designs - Iterated on Level designs to refine pacing and AI systems "Stick to It!" - iOS - Created hundreds of levels, and a majority of the 80 that shipped - Prototyped dozens of physics widgets with 2D sprites "Carnival Island" - PS3 - Managed two content Designers - Prototyped, modeled, and fine-tuned gameplay across all attractions - Scripted camera, AI, animation sequences Electronic ArtsLead Designer Electronic Arts May 2008 – March 2010 (1 year 11 months)Los Angeles “Unannounced Title” – Kinect - Facilitated rapid design prototyping on Microsoft’s ‘controller-free’ hardware "BOOM BLOX Bash Party" - Nintendo Wii - Managed Design team of eight, four of which worked remotely - Championed the vision of the game, introduced new modes, levels, and characters - Built, polished, and critiqued thousands of levels; more than 30 different game types Electronic Arts, Los AngelesSenior Game Designer Electronic Arts, Los Angeles June 2005 – May 2008 (3 years)Los Angeles, Redwood Shores "Boom Blox" - Nintendo Wii - Mentored two junior content designers - Created and polished hundreds of levels for multiplayer and single player modes - Helped clarify the vision of the game through iteration with Design and Production “Medal of Honor: Airborne” - Xbox360, PC - Lead Neptune mission, designing terrain and gameplay using Unreal and 3DS MAX - Sketched 2D layout design documents in Illustrator for 7 Missions “The Godfather: The Game” - PS2, Xbox, PC (@ EA, Redwood Shores) - Designed ‘Horseplay’ stealth mission, contributed to stealth-related mechanics - Scripted pieces of other missions including, enemy AI, and cut-scenes - Assisted in Living World venue design of Hotels, Brothels, and Gambling Rackets Midway Games San DiegoSenior Game Designer (contract) Midway Games San Diego March 2005 – June 2005 (4 months)San Diego “Gauntlet: 7 Sorrows” - PS2, Xbox - Scripted boss AI High Moon Studios (Vivendi Universal Games)Game Designer High Moon Studios (Vivendi Universal Games) April 2004 – February 2005 (11 months) “Darkwatch” - PS2, Xbox - Designed ‘Torture Maze’ and ‘Rescue’ levels, complete with enemies, cut-scenes, and dialog - Tuned physics and gameplay for four-wheeled, Gatling-gun vehicle - Authored Design Documents on Multiplayer Modes, User Interface, and Physics Left Field ProductionsGame Designer Left Field Productions February 2003 – March 2004 (1 year 2 months)Westlake Village “MTX: Mototrax” - PS2, Xbox - Designed and tuned free roaming, freestyle, and race levels in 3DS MAX - Assisted in AI tuning, animated cameras, scripted objectives and events - Edited 100-page Game Design Document Midway Games West (formerly Time Warner Interactive and Atari Games)Lead Game Designer / Associate Producer Midway Games West (formerly Time Warner Interactive and Atari Games) August 1993 – October 2002 (9 years 3 months) “Nitrocity” - PS2 (unreleased) - Edited 75-page GDD - Defined and tuned street-racing layouts “Hot Rod Rebels” – Arcade (unreleased) - Designed and modeled 6 racecourses - Scripted dozens of spectacular stunts with dynamic moving objects “Rush: 2049, Tournament Edition” – Arcade - Defined, tuned event competitions “San Francisco Rush: 2049” – Arcade - Designed and modeled four racing courses complete with stunts and shortcuts - Trained 3D world construction assistant "War: Final Assault" – Arcade (Special Thanks) - Played the crap out of this game against the highly-skilled IT department “Rush: The Rock, Wavenet” – Arcade - Tuned, tested WAN-based simultaneous multiplayer racing “San Francisco Rush: The Rock” – Arcade - Designed race track based on Alcatraz Island complete with stunts and shortcuts - Converted consumer-built race tracks for use in the Arcade - Created hundreds of textures from scanned photo reference “San Francisco Rush” – Arcade - Implemented Time Bonus algorithm based on 8 levels of difficulty “Primal Rage 2” – Arcade (unreleased) - Managed stop-motion animation studio with two animators and three Image Processing Interns - Created game design manual, co-authored Primal Rage Arcade Player's Guide “Primal Rage” – Arcade - Processed of thousands of multi-layer stop-motion animation stills - Contributed to game design, character design, AI, and game tuning - Wrote, edited proposal for U.S. Patent 5,519,826: "Stop Motion Animation System" PATENTS Stop motion animation system www.archpatent.com/patents/5519826 CLICK PATENT LINK HERE United States 5519826 Issued May 21, 1996 A system for developing stop motion animation sequences including a lighting system, an image capture system and a video processing system. System for remotely activating a sound in a game unit www.google.com/patents/US6416412 CLICK PATENT LINK HERE United States 6416412 Issued July 9, 2002 A wide area vehicle driving video game is discussed that includes remote activation of sounds that are communicated to other players across the wide area network. Publications Primal Rage: Arcade Players Guide Infotainment World Books February 1995 Tips, tricks, strategy, and crazy combos for the Arcade https://www.linkedin.com/in/stv2049 images.investorshub.advfn.com/images/uploads/2014/3/15/tmgpm1_1_1_11G_logo_NanoTech.png Informative Corporate & Product Websites: Corporate: http://ntek.com/ 4K Studios: http://4kstudios.com/ Nuvola 4K Products & Solutions: https://nuvola4k.com/ nanoSign: http://nanosign.net/ nanoStore: http://store.nanotechent.com/ Magic Screen 3D: http://magicscreen3d.com/ IR: ir@ntek.com NTEK Twitter: https://twitter.com/nanotechent NTEK Facebook: https://www.facebook.com/NanoTechEntertainment?fref=ts Nuvola NP-1 & NP-C Facebook: https://www.facebook.com/Nuvola4k "4K Studios" Facebook: https://www.facebook.com/NTEK4KStudios UltraFlix Facebook: https://www.facebook.com/UltraFlix EXCLUSIVE UltraFlix Newsletter FREE (sign-up here): http://store.nanotechent.com/index.php?route=account%2Fregister NTEK 's Silicon Valley Headquarters, Offices, & Warehouse!! images.investorshub.advfn.com/images/uploads/2014/4/1/lqucr1_1_1_1_1_1_nanoTech_HQ_SV.jpg