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Alias Born 07/20/2009

Re: None

Monday, 09/01/2014 10:19:51 AM

Monday, September 01, 2014 10:19:51 AM

Post# of 380510



Stephen Riesenberger, ANOTHER NTEK PATENT-HOLDER & 20yr Gaming Veteran!!!


Creative Director, Game Designer at NanoTech Gaming Labs



Stephen Riesenberger - Video Game Design Portfolio




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 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
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








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