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Hung CHONG Portfolio




I'm a result-driven Game Designer who loves video games and who had various game genres and
hardware platforms experiences. By working on small teams, I got used to carry diverse
responsibilities on a project, ranging from design to management to marketing to test. I have the
ability to quickly prototype a game/user interface with Flash in order to field test it to guarantee
its value.
Range of competencies


                    -   Wrote more than 15 game design documents on templates
                        approved by Nokia, Sony and Microsoft.
  Game Design       -   Wrote video game FAQs (See Gamefaqs)
                    -   Regularly summarizes game design articles (See blog).
                    -   Occasionally teaches Game Design at Supinfogame.
                    -   Level designed on racing games (Rainbow Racer, Beach Rally)
                    -   Level designed on casual games (Pulstar, Tiny war)
  Level Design      -   Level designed on a FPS game (VGM, a counterstrike map)
                    -   Level designed on action/adventure games (Cybernetik,
                        Betrayal Of The Crown)
                    -   Edited a commercial for Microsoft China which is used to
                        introduce the company to external partners.
  Video Design      -   Designed video cut-scenes on Obscure 2.
                    -   Produced all videos on Cybernetik (cutscenes, teaser, trailer)
                    -   Edit videos for fun (example: Equilibrium music video)
                    -   Modeled, textured and animated characters on Cybernetik.
                    -   Produced the graphic assets for Surface Whac-a-Mole.
  Visual Design
                    -   Designed ATC Surface team logo.
                    -   Designed posters for Microsoft ICE Fun committee.
                    -   Fully managed the audio asset creation on 5+ games.
  Management        -   Managed a 5 people team on different game projects in
                        Microsoft.
                    -   Held user testing sessions on games to gather critical feedbacks.
      QA
                    -   Wrote test plan on Rainbow Racer and Beach Rally.
                    -   Creates small Flash game for fun (example: Bullet).
Flash Prototyping   -   Drew a lot of Flash prototypes for Surface Chess and Rainbow
                        Racer to explore the interaction design.
                    -   Wrote and implemented all the in-game texts in Obscure 2.
    Writing         -   Wrote and implemented all the dialogues on “Betrayal Of The
                        Crown”
  Web Design        -   See website
Depth of competencies

                                       1st project study:
                                 Kart game on mobile phone
                            Position: game designer in Magus soft



                                    1st iteration
First concept. Because of its casual nature (we wanted to attract girls and kids) the first idea
   was to have a cartoon world with animals riding karts on famous scenic spots of China.




           Poster – 1st design                                  Character – 1st design




                                    Poster – 1st screenshots
2nd iteration




             -    Hardware constraint. We quickly decided to make the acceleration automatic to avoid finger
                  stress on mobile phone.
             -    Game size constraint. We only had space for 3 maps but since we designed 3 tracks per map,
                  we had 9 tracks.
             -    Accessibility. In the first design, you could choose your character and your kart in the same
                  menu (right/left shuffled through drivers and up/down through karts). User testing showed
                  that players never use the up/down interaction so it was removed in the next iteration.


                                                     3rd turn: easy long right turn
 On the right: explanation of the
    first track design. There is a
difficulty curve from easy to hard.

                                                                                      4th turn: quick left and right turns

 2nd turn: easy right turn


  1st turn: easy left turn


                  Start

                                                                                          5th turn: 90 degrees right turn.



                             6th turn: The hardest turn is at the end of the track.
3rd iteration




 -   Improved look and feel. We improved the look and feel of the game to make it warmer and
     removed the Chinese elements to make it more international.
 -   Power up system. You can stock several bonuses and every time you stock three of them,
     they evaporate and your kart levels up, creating an interesting choice for the player: “Should
     I use my bonuses as soon as I get them for a short-term advantage or should I stock them for
     long-term advantage?”
 -   Visual jokes. We used every opportunity to make the game as funny as possible, see below:




                                      Pigs are obstacles on the road. When you collide with one of
The chili bonus makes your
                                                   them, they will crash on the screen.
character sweat and gives a
     boost of speed.
2nd project study:
                        Chess on Microsoft Surface
                      Position: game designer in Microsoft




                                                    1st iteration


           Where do you start when you have to design chess on a touchscreen hardware? I studied the
             rules and the competitors to get ideas and the first design of the game had a lot of features:




                                                                                                               Change
                                                                                                              Game skin
 Score
                                                                                                               button




                                                                                                              Clock and
Captured                                                                                                       button
 pieces



 Volume




                                            Ask for advice                     Undo      Help
               Exit


                The problem here is: if feature-wised, it is exhaustive, visually, it looks too packed.
2nd iteration


                     Later, the producer visited us and gave some feedbacks. We understood that the most
                    important thing for the game was to showcase Surface’s potential so a new round of feature
                                   design started, emphasizing the uniqueness of the hardware.




                                                                                            “New game” button. You don’t want the
   “Computer” object. When you drag
                                                     Pieces. User testing revealed that
                                                                                         game to restart suddenly because your sleeve
 and drop this object on the board, the
                                                        some pieces are difficult to
                                                                                           accidentally touched the button, right? So
  computer will be activated and play.
                                                     distinguish (ex: King and Queen)
                                                                                           you have to touch and hold the button for
    This was a new exciting interaction
                                                                                           one second to restart the game. However,
  model but user testing revealed that
                                               2D physics. The more important feature     user testing showed that people don’t know
     people are not familiar with this
                                             added in this iteration was 2D physics. The   they have to hold the button because this
  futurist model yet. They simply think
                                              board and pieces could be moved, threw,      interaction is too uncommon. As a result,
that this is a button so they press and it
                                             rotated, scaled and they would collide with     people simply touch and release it and
  and since nothing happen, think the
                                               each other as if they were real objects.     because nothing happens, they think the
             button is broken.
                                                                                                        button is broken.
3rd iteration


                 It wasn’t harmonious to have chess pieces looking like actual concrete objects cohabiting with
                 PC-like graphical user interface like buttons. We decided to make everything real-looking and put
                 the buttons on the board. New keywords were also brainstormed for the look and feel: warm,
                 luxurious, elegant and tactile.




                                                                                                “New game” button. New interaction
                                                  Turn on/off artificial Intelligence. The
“Rule mode/free mode” switch button. This
                                                                                                 model here: every time the button is
                                                interaction was really simplified from the
  button is to switch between “rule mode”
                                                                                               pressed, the black parts fill with a yellow
                                                 last iteration: every time you press this
where you must strictly follow the rules and
                                                                                             light. When it’s completely filled (it takes 1
                                                button, the difficulty switches from “off”
  “free mode” where you can throw pieces
                                                                                               second), the game is restarted (you can
                                                to “easy” to “medium” to “hard” to “off”.
everywhere. User testing showed that when
                                                                                              cancel the restart process by touching the
                                                User testing showed that users never use
 players press the button, nothing happens
                                                                                                 button before it completely fills up.)
                                                   this icon because they think it’s the
   visually (even if you can now move the
                                                                                                   User testing showed that people
                                                          volume control button.
 pieces freely) so they think that the button
                                                                                                       understand this system.
                  has no use.
4th iteration



                  This is the final iteration where all the issues have been ironed out and the visuals improved.




  Turn on/off artificial Intelligence. There is a little                          Rule mode/free mode switch button. In order
 slider on each side of the board that allows you to                             for users to understand this button, we added a
slide through various difficulty setting. Another way                            short text feedback every time it is pressed and
 to adjust the difficulty is by touching the human or                                  people understand its function now.
computer icon. Moreover, a text informs you of your
     selection. User testing showed that players                                     Below is a button to lock the board from
               understand this system.                                                  accidentally moving when playing.
Final Result




Microsoft Surface Chess in free form mode
Track record (list of games I’ve worked on)


                                        In Microsoft


                                                                   Surface Whac-a-Mole
                                 Microsoft Surface Checkers
 Microsoft Surface Chess




                                                                   Dodge! – Arcade action
Pulstar – Casual multiplayer    Tiny Wars – casual multiplayer




                                    Oxford - Educational
    24 Points – Puzzle




                Below are three game concepts personally developed with Flash


                               Tell me a secret – “talking” game    Fingertips – Drawing game
   Interactive comics
In Magus Soft

                                                           Beach Rally
                                  Rainbow Racers
 Mini Cooper Rush 3D




                                   In Hydravision



       Obscure 2                  Dead Flesh




                                   In Supinfogame

                                   Cybernetik         Video Game Museum
   Betrayal Of The Crown
                             - Coded in DarkBASIC -   - Counterstrike map -
- Neverwinter Nights mod -




 WildLife VS DarkDome        Bob Marley’s adventure
                               - RPG Maker Map -
     - Warcraft 3 map -
Highlights


                Obscure 2 on Wii, PS2, PC
Position: game designer, writer and storyboarder in Hydravision




                       Designed the combat system and the characters special powers.
                       Wrote and implemented all the texts of the game (dialogues, diaries, clues...).
                       Storyboarded cut-scenes.
Video game museum on PC (Counterstrike map)
      Position: Level designer and 2D artist.
“Betrayal Of The Crown” on PC (Neverwinter Nights map)
        Position: Game/level designer, writer, scripter.




                                                               Collaboratively designed the game.
                                                           -
                                                               Wrote and implemented all the dialogues of the game.
                                                           -
                                                               Implemented the level design and scripted some events.
                                                           -
Cybernetik on PC
                                                         Position: Game/level designer, 2D/3D artist, sound/video designer.




You can express your emotions in the game (joy, sadness, anger or neutral) and
this affects the world and the gameplay. Example: if you are happy, the sunshine
comes and you can jump higher. If you are sad, it rains and you become smaller
and if you’re angry, everything turns red and you get stronger.
Conclusion




It takes time, energy and dedication to deliver high quality video games. I’m happy I had the
chance to work on so many various projects. Different games, but same passion… and same
high-quality standards. What do I use to achieve my goals? Theory (game design rules and
theories) and practice (user-testing). If you are looking for a friendly, self-questioning and
committed to excellence game designer with a passion for crafting fun and polished video games,
just contact me ;)
Hung CHONG
                                        EXPERIENCE (3 years)


Microsoft Advanced Technology Center, China, 2007.5/Current

Chess and Checkers on Surface
     Wrote the specification document for both games and kept them updated.
      Executed pre-visualization works (mock-up pictures, Flash animations…) to explore the user
  
      interface and user interaction.
     Managed the work of a 5 person team (visual/game/sound designers and one programmer).
     Collaborated with the team (producer, programmers, testers and artists) to implement features,
      solve design issues and fix bugs.
      Regularly tested the game with external play testers to get critical feedbacks about the players’
  
      pain points and then brainstormed solutions to address the issues and ensure quality.
     ACHIEVEMENT: Games successfully developed.


Casual games on Surface
     Held regular brainstorming sessions.
     Wrote specification documents for the selected ideas and drew pre-visualizations sketches.
     Collaborated with the team to implement features, solve design issues and fix the bugs.
     Provided some audio and graphic assets to the team.
     Regularly play tested the games to improve them.
     ACHIEVEMENTS: In 10 months and while working on Chess and Checkers, we generated 200+
      ideas and successfully developed 5 playable demos.


Educational game on PC (English teaching game for Chinese kids)
     Wrote the specification document and closely collaborated with the producer in the US.
     Collaborated with an outsourcing company in Shanghai to develop a prototype.
     Made a focus group and tested the prototype with kids to collect intelligence.


Magus soft, China, 2006.8/2007.3

Rainbow Racer, 3D kart game on Mobile Phone
     Wrote the game design document and kept it updated. Also designed the online features: chat,
      customization, matchmaking, buddy list, player profile and rewards.
     Drew the level design and implemented it with 3ds max.
     Collaborated with the team to implement features, solve design issues and fix the bugs.
     Wrote meeting notes, risk evaluation, priority list, manual, test plan, alpha and beta checklists.
     Tuned and balanced the game.
     ACHIEVEMENT: Beta version successfully developed.


Beach Rally on Mobile Phone
     Wrote the game and level design document from a template approved by Nokia.
     Collaborated with the team to implement features, solve design issues and fix the bugs.
     ACHIEVEMENT: game successfully shipped to Nokia.
Hydravision, France, 2004 and 2005 summers (7 months)

Obscure 2, Survival horror (Xbox, PS2, PC, Wii)


        Collaboratively designed the combat system and the characters’ special powers.
   
       Wrote and implemented all the texts of the game (dialogues, diaries, clues...) with 3ds max and a
        proprietary tool.
       Storyboarded cut-scenes.


Dead Flesh, beat them all (PS2)


       Designed the inventory system.
       Wrote the game design submission document on a template previously approved by Sony.




                                                SKILLS


         Excellent knowledge of game design theory: goal/reward system, learning curve, level design,
          strategy, design layers and sense of fun. Occasionally teaches Game design at Supinfogame.
         Capacity to conceptualize gameplay and to formalize it in clear and precise documents.
         Can manage the work of a small team and coach other game designers.
         SOFTWARES: Word, Excel, Photoshop, Visio, Premiere, 3DSmax, Flash, Dreamweaver.
         LANGUAGES:
             French: native.
             English: fluent.
             Chinese mandarin: conversational level.
             German: primary level.
             Japanese: primary level.




                                             EDUCATION


2003-2005: Master of video Game Design and Project Management – Supinfogame – France.
1996-2001: Bachelor of Law degree - Robert Schuman University - France.




                                         PERSONNAL DETAILS

                                                                                                            Address:
E-mail: hcmaxter@hotmail.com
Mobile: +0086 (10) 136 8157 0494
                                                                                        Yuelanbaodi appartments
Age: 30 (DOB 27/07/78)
                                                                                           Building 2, unit 1, 2402
Full driving license
                                                                           Chaoyang district, 39 Nanmofang road
French nationality
                                                                                            Beijing 100021, China
Website

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Hung Chong Portfolio Cv

  • 1. Hung CHONG Portfolio I'm a result-driven Game Designer who loves video games and who had various game genres and hardware platforms experiences. By working on small teams, I got used to carry diverse responsibilities on a project, ranging from design to management to marketing to test. I have the ability to quickly prototype a game/user interface with Flash in order to field test it to guarantee its value.
  • 2. Range of competencies - Wrote more than 15 game design documents on templates approved by Nokia, Sony and Microsoft. Game Design - Wrote video game FAQs (See Gamefaqs) - Regularly summarizes game design articles (See blog). - Occasionally teaches Game Design at Supinfogame. - Level designed on racing games (Rainbow Racer, Beach Rally) - Level designed on casual games (Pulstar, Tiny war) Level Design - Level designed on a FPS game (VGM, a counterstrike map) - Level designed on action/adventure games (Cybernetik, Betrayal Of The Crown) - Edited a commercial for Microsoft China which is used to introduce the company to external partners. Video Design - Designed video cut-scenes on Obscure 2. - Produced all videos on Cybernetik (cutscenes, teaser, trailer) - Edit videos for fun (example: Equilibrium music video) - Modeled, textured and animated characters on Cybernetik. - Produced the graphic assets for Surface Whac-a-Mole. Visual Design - Designed ATC Surface team logo. - Designed posters for Microsoft ICE Fun committee. - Fully managed the audio asset creation on 5+ games. Management - Managed a 5 people team on different game projects in Microsoft. - Held user testing sessions on games to gather critical feedbacks. QA - Wrote test plan on Rainbow Racer and Beach Rally. - Creates small Flash game for fun (example: Bullet). Flash Prototyping - Drew a lot of Flash prototypes for Surface Chess and Rainbow Racer to explore the interaction design. - Wrote and implemented all the in-game texts in Obscure 2. Writing - Wrote and implemented all the dialogues on “Betrayal Of The Crown” Web Design - See website
  • 3. Depth of competencies 1st project study: Kart game on mobile phone Position: game designer in Magus soft 1st iteration First concept. Because of its casual nature (we wanted to attract girls and kids) the first idea was to have a cartoon world with animals riding karts on famous scenic spots of China. Poster – 1st design Character – 1st design Poster – 1st screenshots
  • 4. 2nd iteration - Hardware constraint. We quickly decided to make the acceleration automatic to avoid finger stress on mobile phone. - Game size constraint. We only had space for 3 maps but since we designed 3 tracks per map, we had 9 tracks. - Accessibility. In the first design, you could choose your character and your kart in the same menu (right/left shuffled through drivers and up/down through karts). User testing showed that players never use the up/down interaction so it was removed in the next iteration. 3rd turn: easy long right turn On the right: explanation of the first track design. There is a difficulty curve from easy to hard. 4th turn: quick left and right turns 2nd turn: easy right turn 1st turn: easy left turn Start 5th turn: 90 degrees right turn. 6th turn: The hardest turn is at the end of the track.
  • 5. 3rd iteration - Improved look and feel. We improved the look and feel of the game to make it warmer and removed the Chinese elements to make it more international. - Power up system. You can stock several bonuses and every time you stock three of them, they evaporate and your kart levels up, creating an interesting choice for the player: “Should I use my bonuses as soon as I get them for a short-term advantage or should I stock them for long-term advantage?” - Visual jokes. We used every opportunity to make the game as funny as possible, see below: Pigs are obstacles on the road. When you collide with one of The chili bonus makes your them, they will crash on the screen. character sweat and gives a boost of speed.
  • 6. 2nd project study: Chess on Microsoft Surface Position: game designer in Microsoft 1st iteration Where do you start when you have to design chess on a touchscreen hardware? I studied the rules and the competitors to get ideas and the first design of the game had a lot of features: Change Game skin Score button Clock and Captured button pieces Volume Ask for advice Undo Help Exit The problem here is: if feature-wised, it is exhaustive, visually, it looks too packed.
  • 7. 2nd iteration Later, the producer visited us and gave some feedbacks. We understood that the most important thing for the game was to showcase Surface’s potential so a new round of feature design started, emphasizing the uniqueness of the hardware. “New game” button. You don’t want the “Computer” object. When you drag Pieces. User testing revealed that game to restart suddenly because your sleeve and drop this object on the board, the some pieces are difficult to accidentally touched the button, right? So computer will be activated and play. distinguish (ex: King and Queen) you have to touch and hold the button for This was a new exciting interaction one second to restart the game. However, model but user testing revealed that 2D physics. The more important feature user testing showed that people don’t know people are not familiar with this added in this iteration was 2D physics. The they have to hold the button because this futurist model yet. They simply think board and pieces could be moved, threw, interaction is too uncommon. As a result, that this is a button so they press and it rotated, scaled and they would collide with people simply touch and release it and and since nothing happen, think the each other as if they were real objects. because nothing happens, they think the button is broken. button is broken.
  • 8. 3rd iteration It wasn’t harmonious to have chess pieces looking like actual concrete objects cohabiting with PC-like graphical user interface like buttons. We decided to make everything real-looking and put the buttons on the board. New keywords were also brainstormed for the look and feel: warm, luxurious, elegant and tactile. “New game” button. New interaction Turn on/off artificial Intelligence. The “Rule mode/free mode” switch button. This model here: every time the button is interaction was really simplified from the button is to switch between “rule mode” pressed, the black parts fill with a yellow last iteration: every time you press this where you must strictly follow the rules and light. When it’s completely filled (it takes 1 button, the difficulty switches from “off” “free mode” where you can throw pieces second), the game is restarted (you can to “easy” to “medium” to “hard” to “off”. everywhere. User testing showed that when cancel the restart process by touching the User testing showed that users never use players press the button, nothing happens button before it completely fills up.) this icon because they think it’s the visually (even if you can now move the User testing showed that people volume control button. pieces freely) so they think that the button understand this system. has no use.
  • 9. 4th iteration This is the final iteration where all the issues have been ironed out and the visuals improved. Turn on/off artificial Intelligence. There is a little Rule mode/free mode switch button. In order slider on each side of the board that allows you to for users to understand this button, we added a slide through various difficulty setting. Another way short text feedback every time it is pressed and to adjust the difficulty is by touching the human or people understand its function now. computer icon. Moreover, a text informs you of your selection. User testing showed that players Below is a button to lock the board from understand this system. accidentally moving when playing.
  • 10. Final Result Microsoft Surface Chess in free form mode
  • 11. Track record (list of games I’ve worked on) In Microsoft Surface Whac-a-Mole Microsoft Surface Checkers Microsoft Surface Chess Dodge! – Arcade action Pulstar – Casual multiplayer Tiny Wars – casual multiplayer Oxford - Educational 24 Points – Puzzle Below are three game concepts personally developed with Flash Tell me a secret – “talking” game Fingertips – Drawing game Interactive comics
  • 12. In Magus Soft Beach Rally Rainbow Racers Mini Cooper Rush 3D In Hydravision Obscure 2 Dead Flesh In Supinfogame Cybernetik Video Game Museum Betrayal Of The Crown - Coded in DarkBASIC - - Counterstrike map - - Neverwinter Nights mod - WildLife VS DarkDome Bob Marley’s adventure - RPG Maker Map - - Warcraft 3 map -
  • 13. Highlights Obscure 2 on Wii, PS2, PC Position: game designer, writer and storyboarder in Hydravision  Designed the combat system and the characters special powers.  Wrote and implemented all the texts of the game (dialogues, diaries, clues...).  Storyboarded cut-scenes.
  • 14. Video game museum on PC (Counterstrike map) Position: Level designer and 2D artist.
  • 15. “Betrayal Of The Crown” on PC (Neverwinter Nights map) Position: Game/level designer, writer, scripter. Collaboratively designed the game. - Wrote and implemented all the dialogues of the game. - Implemented the level design and scripted some events. -
  • 16. Cybernetik on PC Position: Game/level designer, 2D/3D artist, sound/video designer. You can express your emotions in the game (joy, sadness, anger or neutral) and this affects the world and the gameplay. Example: if you are happy, the sunshine comes and you can jump higher. If you are sad, it rains and you become smaller and if you’re angry, everything turns red and you get stronger.
  • 17. Conclusion It takes time, energy and dedication to deliver high quality video games. I’m happy I had the chance to work on so many various projects. Different games, but same passion… and same high-quality standards. What do I use to achieve my goals? Theory (game design rules and theories) and practice (user-testing). If you are looking for a friendly, self-questioning and committed to excellence game designer with a passion for crafting fun and polished video games, just contact me ;)
  • 18. Hung CHONG EXPERIENCE (3 years) Microsoft Advanced Technology Center, China, 2007.5/Current Chess and Checkers on Surface  Wrote the specification document for both games and kept them updated. Executed pre-visualization works (mock-up pictures, Flash animations…) to explore the user  interface and user interaction.  Managed the work of a 5 person team (visual/game/sound designers and one programmer).  Collaborated with the team (producer, programmers, testers and artists) to implement features, solve design issues and fix bugs. Regularly tested the game with external play testers to get critical feedbacks about the players’  pain points and then brainstormed solutions to address the issues and ensure quality.  ACHIEVEMENT: Games successfully developed. Casual games on Surface  Held regular brainstorming sessions.  Wrote specification documents for the selected ideas and drew pre-visualizations sketches.  Collaborated with the team to implement features, solve design issues and fix the bugs.  Provided some audio and graphic assets to the team.  Regularly play tested the games to improve them.  ACHIEVEMENTS: In 10 months and while working on Chess and Checkers, we generated 200+ ideas and successfully developed 5 playable demos. Educational game on PC (English teaching game for Chinese kids)  Wrote the specification document and closely collaborated with the producer in the US.  Collaborated with an outsourcing company in Shanghai to develop a prototype.  Made a focus group and tested the prototype with kids to collect intelligence. Magus soft, China, 2006.8/2007.3 Rainbow Racer, 3D kart game on Mobile Phone  Wrote the game design document and kept it updated. Also designed the online features: chat, customization, matchmaking, buddy list, player profile and rewards.  Drew the level design and implemented it with 3ds max.  Collaborated with the team to implement features, solve design issues and fix the bugs.  Wrote meeting notes, risk evaluation, priority list, manual, test plan, alpha and beta checklists.  Tuned and balanced the game.  ACHIEVEMENT: Beta version successfully developed. Beach Rally on Mobile Phone  Wrote the game and level design document from a template approved by Nokia.  Collaborated with the team to implement features, solve design issues and fix the bugs.  ACHIEVEMENT: game successfully shipped to Nokia.
  • 19. Hydravision, France, 2004 and 2005 summers (7 months) Obscure 2, Survival horror (Xbox, PS2, PC, Wii) Collaboratively designed the combat system and the characters’ special powers.   Wrote and implemented all the texts of the game (dialogues, diaries, clues...) with 3ds max and a proprietary tool.  Storyboarded cut-scenes. Dead Flesh, beat them all (PS2)  Designed the inventory system.  Wrote the game design submission document on a template previously approved by Sony. SKILLS  Excellent knowledge of game design theory: goal/reward system, learning curve, level design, strategy, design layers and sense of fun. Occasionally teaches Game design at Supinfogame.  Capacity to conceptualize gameplay and to formalize it in clear and precise documents.  Can manage the work of a small team and coach other game designers.  SOFTWARES: Word, Excel, Photoshop, Visio, Premiere, 3DSmax, Flash, Dreamweaver.  LANGUAGES:  French: native.  English: fluent.  Chinese mandarin: conversational level.  German: primary level.  Japanese: primary level. EDUCATION 2003-2005: Master of video Game Design and Project Management – Supinfogame – France. 1996-2001: Bachelor of Law degree - Robert Schuman University - France. PERSONNAL DETAILS Address: E-mail: hcmaxter@hotmail.com Mobile: +0086 (10) 136 8157 0494 Yuelanbaodi appartments Age: 30 (DOB 27/07/78) Building 2, unit 1, 2402 Full driving license Chaoyang district, 39 Nanmofang road French nationality Beijing 100021, China Website