Alisha L. Thayer
**** ***** ***** *** *********, CA 92054
abowbu@r.postjobfree.com://www.alishathayer.com
Technical skills Adobe Photoshop,
Adobe Illustrator, Adobe InDesign, Adobe AfterEffects, Newtek Lightwave, Autodesk Maya, 3D
Studio Max, Final Cut Pro, Sony Vegas, C++, Unreal Editor, UnrealScript, Javascript,
Perforce, AlienBrain. Experience using pr
oprietary scripting languages. Qualifications Working with large professional teams on
AAA game titles in game scripting and design.Game/level design, technical documentation, graphic design, interdisciplinary
coordination, team education. Projects Rockstar Vancouver, Vancouver, BC, Canada 2010-2012
Max Payne 3 : Game Designer/Scripter Xbox 360/PS3/PC
2010 - 2012 Responsible for
gameplay scripting; significantly contributed to over half of the levels in the game.
Worked with animation logic systems and implemented in-game animations.
Served as a liaison between animation, programming, and design for the cover system;
responsible for educating an international team on rules, standards, and best practices.
Trained QA on proper bug regression for new systems. Authored and maintained comprehensive
studio wiki pages. Became the point-of-contact for disseminating new information and
fielding questions/concerns. Rockstar San Diego,
Carlsbad, CA 2009-2010, 2012 - Current
Red Dead Redemption Undead Nightmare Pack : Ambient Designer Xbox 360/PS3 2010
Responsible for the implementation of the Survivors Tasks missions. Implemented seamless
cutscenes, preloading/unloading, in-game dialog, objectives, journal entries, fail/success
conditions.
Maintained sub-mission systems.
Trained and supported two additional scripters during project lifespan.
Served as main point of contact for asset delivery (cutscene/audio/etc), systems issues,
and design pertaining to Survivors Tasks.
Red Dead Redemption : Ambient Designer Xbox 360/PS3 2009 - 2010
Member of the Ambient Design team with an emphasis on the implementation and design of
the Stranger s Tasks.
Scripted, debugged, and supported all Red Dead Redemption Stranger s Tasks from concept
to final product, including: seamless cutscene-to-gameplay transitions,
preloading/unloading, in-game dialog, objectives, journal entries, fail/success
conditions. Chico State Game Studios, Chico, CA D.A.V.I.S. : Game Designer, Art Director
PC Unreal Mod2008-2009 Member of the Design Committee; designed puzzles, established plot
and characters; designed gameplay elements.
Managed 11 concept artists and established art standards and visual identity.
Assisted in level design, asset imports, quality control, and material creation in Unreal
3. High Noon
:
Writer, Director/Producer PC Unreal Mod2007-2009 Oversaw 60+ people in
seven major teams: Concept Design, Modeling, Animation, Level Design, Programming, Audio,
and Writing.
Developed effective production pipelines for games created using the Unreal 2004 and
Unreal 3 engines.
Established art standards and visual identity; logo and advertisement design. Authored
design documents, production schedules, and asset flow/dependency charts. related
Experience Applied Computer Graphics Program,
California State University Chico, Chico, CA
2007-2009Teaching Associate, Lecturer
Courses taught: APCG 495: Advanced Production, APCG 170: Video Game Design, and APCG 370:
Video Game Development. Advanced to Lecturer in 2009.
Game Developer s Conference CA Program, San Francisco, CA 2007, 2008, 2009
Conference
Associate
Worked in a team of over 300 volunteers to facilitate events during the 2007, 2008, and
2009 Game Developers Conference. Education California State University Chico, Chico, CA
Summer 2009 M.S. in Applied Computer Graphics Thesis: High Noon: Developing a Video Game
Production Pipeline for Chico State Game Studios
Graduated with distinction, 4.0 GPA. California State University Chico, Chico, CA 2005
B.S. in Applied Computer Graphics Minors in Computer Science and Communication Design,
Honors in General Education and Applied Computer Graphics. REFERENCES AVAILABLE UPON REQUE