Resume

Ryan  Shwayder

 

Summary

Experienced game developer with strengths in the creative, technical, community, and managerial aspects of game design and development. Contributed to all phases of game creation, ranging from founding a company through post-launch.

Experience

Blizzard Entertainment, World of Warcraft – Irvine, CA (2012-Present)

Game Designer (2012-Present)

  • Quest Designer on Blizzard Entertainment’s World of Warcraft

38 Studios, “Project Copernicus” – Providence, RI (2006-2012)

Content Design Supervisor (2010-2012)

  • Managed teams of content designers, writers, and artists in a collaborative environment
  • Trained content designers of all experience levels in processes, tools, theories, and practices
  • Acted as Scrum Master (both scheduling and stand-ups) for crews of game developers
  • Consulted by members of all departments to assist with design-related issues and systems
  • Authored content implementation guidelines and best practices, streamlining content creation
  • Reviewed quests, dialogue, events, maps, and population created by content designers
  • Implemented advanced game content in zones (scripting, events, quests, population, etc.)
  • Actively took on additional projects to improve the game and frequently prototyped new ideas

Content Designer (2009-2010)

  • Concepted zones and collaborated with environment artists to build out playable world spaces
  • Implemented quests, dialogue, population, and scripted content in zones
  • Lead efforts in the creation of tools, templates, and practices to improve design efficiency

Game Designer (2006-2009)

  • Defined many of the core and differentiating features for Project Copernicus
  • Helped create the world, setting, and lore for a new intellectual property (Amalur)

Sony Online Entertainment, EverQuest II – San Diego, CA (2004-2006)

Community Relations Manager (2005-2006)

  • Served as the face of the EverQuest II development team for the player community as “Blackguard”
  • Managed a community relations team with domestic and international representatives
  • Represented the game and company in-person at major conventions, events, interviews, and Fan Faires
  • Maintained regular contact with community leaders from fansites, forums, and in game
  • Worked on projects to improve player retention, e.g. making in-game appearances and running contests

Apprentice Game Designer (2005)

  • Reworked and implemented quests, dialogue, and population for EverQuest II
  • Learned design principles and tools, including the implementation of scripted content using LUA

Community Relations Representative (2004-2005)

  • Fostered a greater sense of community in our players through interactions on the forums
  • Compiled feedback and issues for development and organized them based on player perception
  • Produced content for the official website, including news and featured articles

Quality Assurance Analyst (2004)

  • Tested and regressed bugs for EverQuest II during its pre-Beta and Beta phases
  • Compiled important issues reported by the community for development lead meetings
  • Acted as the official beta forum representative for the quality assurance team

Serpentech – Denver, CO (2001-2004)

Founder/Creative Lead (2001-2004)

  • Designed, implemented, and managed multiple successful gaming and contract websites
  • Lead project management of websites, implemented front-end interface and visuals, assisted on back end
  • Interacted with website communities and external companies to facilitate success
  • Gaming Websites: Nerfbat.com, EQII.com, VanguardLive.com, UXOO.com, GameWatchers.net

Maximum Charisma Studios – Arvada, CO (2001-2002)

Customer Relations Intern (2001-2002)

  • Interacted with customers via forums, email, and in game
  • Created content for the official game website
  • Quality assurance tested the Fighting Legends MMORTS


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