Victor Popa —————————————————————— (M, 26, Romania, Bucharest, unmarried) Address: Sos. Iancului nr. 47 bl.102c sc.2 ap. 66 sector 2 Phone: +40746132965 Email: firstname.lastname@example.org Website: www.victorpopa-ld.ro WORK EXPERIENCE Level Design Technical Director (Lead: Cosmin Mihai Raianu) Ubisoft Romania (2010-09 - Present) ―Ghost Recon: Future Soldier― (XBOX 360, PS3) – Technical design and implementation for Vehicles, Vehicle spawners and drones, design and documentation for editing tools, LD training and technical support. Senior Info Designer (Lead: Cosmin Mihai Raianu) Ubisoft Romania (2009-09 - 2010-09) ―Tom Clancy’s HAWX 2‖ (XBOX 360, PS3) – Scripting and design for AI's, several (in-house) AI editing tools and multiplayer technical support. Senior Level Designer (Lead: Bertrand Israel) Ubisoft Montpellier (2009-05 - 2009-09) ―RRR: Rabbids go Home‖ (WII) - Prototyping of gameplay bricks, mission design and scripting. In charge of Tyre maps. Info Designer (Lead: Florin Mihai Balanescu) Ubisoft Romania (2008-03 - 2008-07) ―Tom Clancy’s HAWX‖ (XBOX 360, PS3) - Scripting AI and Weapons (using in-house tools), designing new AI structure. Worked closely with the design and programming team to insure proper implementation of game design vision in final product. Level Designer (Lead: Mathieu Caramella) Ubisoft Romania (2007-05 - 2008-03) ―Tom Clancy’s HAWX‖ (XBOX 360, PS3) - Mission concept, gameplay bricks, actual mission design and implementation using in-house tools. Worked closely with the environment art team and the design team during the pre-alpha stage. Lead Level Designer Fun Labs Romania (2006-01 - 2007-04) "Harley-Davidson - Race to the Rally" (PS2 and PC) – Responsible for data and department management, content level creation. ―Cabela's Dangerous Hunts‖ (PSP) - Responsible for data and department management, optimizing for current platform and bonus content level creation. First PSP porting for the company. Level Designer Fun Labs Romania (2005-02 - 2005-12) ―Cabela's Dangerous Hunts 2‖ (PS2, Xbox, GCN and PC) - Level design, environment asset creation, mission scripting, cutscenes concept and implementation. In-house Technology Demo – Level design and environment art, meant to test next-gen capabilities for tools and engine. Graphic Designer International Investments and Development (2002-10 - 2003-08) In charge of the graphic design team, managing deadlines and artwork for flyers, short Flash presentations. EDUCATION The Academy of Economic Studies, Faculty of Economic Cybernetics, Statistics and Informatics (2003 – 2005) No degree. Emil Racovita High School (1999 – 2003) SKILLS 3D Studio Max – very well Unreal Engine 3 – very well Photoshop – well Mudbox - well Corel Suite – medium Lua-based Scripting Language – well FOREIGN LANGUAGES English Speaking – very well, Reading - very well, Writing - very well French Speaking - medium, Reading - very well, Writing - medium OTHER PROJECTS ―Baptism‖ (Gears Of War, PC, 2008) - Small to medium-sized Gears Of War PC single player map. It was created using only the assets available in Epic's packages. It features 15 minutes of story-driven gameplay. PRIZES “Student Scientific Conference”, “Programming”, Honorable Mention with a FPS game created in 3D Blitz. HOBBIES Airsoft, music, military and science, team-based multiplayer shooters.