Resume
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Shashank Uchil
http://512×512.com/
http://www.linkedin.com/in/shashankuchil
email.shank|@|gmail.com, +4915110941248
Skill set
•7+ years of professional game industry experience, shipped 3 AAA titles
•Proficient with editors such as Unreal Ed, IdTech (Radiant), CryEngine 3
•Low poly modelling, unwrapping and texturing using 3DSMax
•Well versed in Scrum/Agile process
•Previous programming experience
•3DSMax, Photoshop, Perforce, Jira, Hansoft, Bugzilla, Devtrack
Education
•Bachelor Degree in Physics (University of Mumbai, India, 2002)
•Diploma in Programming

Work Experience
Crytek, April 2010 – To date
Senior Level Designer
Platform – XBOX 360, PS3, PC | Engine – CryEngine 3
Ryse (Currently in production)
•In charge of the player experience for the game’s main character, including unique design mechanics and mission layout.
•Responsible for shaping the story according to our internal capacities together with the Story Writer and Creative Director.
•In charge of breaking down the story into missions and cinematics.
•Worked together with the Cinematics Director to outline and analyze our cinematics according to level design mission plans.
•Supported management by helping define goals, breaking down missions and creating estimates and timelines for production.
•Scrum master for the Vertical Slice level team. Building the VS level, working with the art team to list out all the necessary assets. Also mitigating any issue that may hinder the team’s progress.
Crysis 2
•Level designer on 4 levels in the single player campaign.
•Responsible for scripting AI Encounters in the levels.
•Tuning beats and pacing of the encounters in the level such that it has proper highs and lows to prevent player fatigue.
•Beautification of the levels with art assets, particles, decals, vegetation, and terrain editing.
•Optimizing levels to perform on XBOX360 and PS3.
•Mentoring junior level designers through one-on-ones and regular weekly level design reviews.

Funcom, November 2006 – March 2010
Senior Level Designer
Platform – PC | Engine – Proprietary Technology
Age of Conan: Rise of the Godslayer
•Designing and building levels in 3DSMax (modelling, texturing, lighting).
•Whiteboxing levels for insourcing in our Chinese studio.
•Fixing and polishing the levels once they come back from China.
•Responsible for the largest indoor level in the game.
•Responsible for optimizing most of the indoor levels.
Age of Conan: Hyborian Adventures
•Designing and building levels in 3DSMax (modelling, texturing, lighting).
•Getting the levels into the editor and adding lights, particles, etc.
•Part of the optimization team towards the end of the project.
FxLabs, March 2005 – October 2006.
Level Designer
Platform – PC | Engine – Unreal Engine 2.5
The Lost
•Creating levels in UnrealEd.
•Implementing scripted events and cutscenes.
•Prototyping new game mechanics and feature requests.
•Documenting various game systems.
•Training teams on UnrealEd and Unreal technology.
•Optimizing levels, models and textures created by other teams.
Milestone Interactive, December 2003 – March 2005.
Level Designer
Platform – PC | Engine – Renderware 3.6
Road Rebels
•Creating levels and models in 3DS Max.
•Creating missions for each level using our Proprietary mission editor.
•Defining and documenting the process for the construction of levels.
•Creation of physics models for various objects using KAT.
Aastha Technologies, August 2002 – September 2003.
Programmer
Value (J2EE middleware / server side accounting system/ERP/CRM)
•In charge of creating the front end.
•Responsible for the report generation feature and the Database.
References
“Shashank is a creative and dynamic individual. He has a deep and intense interest in design and it shows in his work. When I worked with Shashank, he was still very junior, but very eager to learn, and became a driving force on the design team. His understanding and practice of game design was top notch, and he learned quickly. I have watched him grow in to a seasoned pro over the following years. I hope I get a chance to work with him again one day.”
Beau Folsom, Art Director, Realtime Worlds
managed Shashank indirectly at FxLabs
“Shashank is one of the most talented designers i have worked with. He has a very keen eye for detail, is techically sound and has the ability to come up with lots of out-of-the-box ideas on whatever he works on. To top it all he is self motivated, has a great work ethic and dedication towards his craft. He is always ready to help out others and share his hard-earned knowledge. He is very passionate about the gaming industry which makes him take pride in whatever he is working on. I am sure he will be a great asset to any organisation lucky enough to employ him. I wish him the very best in all that he does!”
Satish Namboodiry, Environment Artist, Outerlight
worked with Shashank at FxLabs
“I’ve had the pleasure of working with Shashank on several occassions for the Age of Conan project, and apart from his obvious talent and confidence in his tools of the trade, I was always impressed with his efficiency and problemsolving skills; coming up with practical solutions always with good design in mind. He is definitely a great asset to any company and a great colleague.” 2008
Per Haagensen, Concept Artist, Funcom
worked directly with Shashank at Funcom
Sample work
Level Design
shashank :: Dec.22.2006 :: :: No Comments »