Ethan Kennerly

Los Angeles, California

kennerly + finegamedesign - com

Dedicated to writing and prototyping
mechanics, interfaces, and cinematics
for serious, artistic, or satiric games

Experience

Octosimple, LLC, Atlanta, Georgia, January 2007

Design Consultant:  On contract, advised president and investors.  Presented concept. 

Incognito Entertainment (SCEA), Salt Lake City, Utah, March 2006 - August 2006

Designer/Scripter:  On contract, scripted missions and cutscenes for Warhawk (PS3).  Scripted in-game cinematics for a mission.  Collaborated with programmer on infantry artificial intelligence.  Scripted framework of ambient warfare.  Scripted a spawn tool.  Drafted reference manual on proprietary scripting and tools. 

TableStar Games (board game publisher), Berkeley, California, February 2005 - February 2006

Game Designer, September 2005 - February 2006:  Paper prototyped; directed artists.

Director of Development, May 2005 - August 2005:  Managed and tested five games.

Game Developer, February 2005 - May 2005:  Designed one game; analyzed HeroCard.

NIIT, San Francisco, California, 2004

Author (and illustrator):  Textbook chapter, "Game Script and Storyboard Creation" (80 pages, 2 weeks).  Instructor¡¯s manual, Game Interface Design (290 pages, 1 month).

San Francisco State University, California, 2002 - 2004

Computer Game Design Student:  Proposed special major emphasizing: 
Algorithms, screenwriting, and 3D modeling.  Department honoree.

Nexon, Santa Clara, California and Seoul, Korea, 1997 - 2002

Design Consultant, June 2003:  Advised managing director about Mabinogi (MMORPG).

Game Designer, Korea, 2002:  Wrote Daybreak (cancelled MMORPG) backstory, translated in Korean magazines.  Wrote gameplay and user interface documents.  Consulted producer. 

Localization Producer, 2000-2001:  Managed operation.  Optimized pipeline: QuizQuiz (MMO trivia) alpha in 3 weeks; Elemental Saga (cancelled MMORPG) alpha in 1 month. 

Technical Writer, 2000:  Documented proprietary server code of four MMORPGs (400 pages, 1 month).  Manual distributed to offices (Japan, Korea, Singapore, and USA). 

Game Director, 1997-2000:  Employee #3.  Localized and operated The Kingdom of the Winds (MMORPG) and Dark Ages (MMORPG).  Designed and scripted:  religion, politics, legends, contests, events, guilds, arenas, quests, and zones.  Collaborated with programmers and artists.  Revised and wrote fiction.  Edited 400 works of fan fiction.

20th Century Fox, Los Angeles, California, 1997

Game Concept Designer:  On contract, The X-Files Trivia Game (board game).

United States Army Signal Corps, Hanam, Korea and Paso Robles, California, 1994-1997

Maintainer:  Troubleshot networks.  Secret clearance; awarded ARCOM; mission in DMZ.  

Game Credits

Game

Platform

Developer

Role

Year

Warhawk

PS3

Incognito (SCEA)

Designer/Scripter

2006

HeroCard Nightmare

board game

TableStar Games

Design Team

2005

HeroCard Cyberspace

board game

TableStar Games

Game Designer

and Co-Art Director

2005

QuizQuiz

PC MMO

Nexon, Inc.

Localization Producer

2000

Dark Ages

PC MMO

Nexon, Inc.

Game Director

1998-2000

The Kingdom of the Winds

PC MMO

Nexon, Inc.

Game Director

1997-1998

The X-Files Trivia Game

board game

20th Century Fox

Game Concept Designer

1997

Publications and Presentations

AISB, "Open Problems in Simulation and Story Analysis" (article, speaker), 2008
Logic and the Simulation of Interaction and Reasoning, proceedings (ISBN 1902956680)

GameDev.net, "Randomness without Replacement" (article), 2005

Charles River Media, "Graph Theory for Designers" (articles), 2005
Massively Multiplayer Game Development 2 (ISBN 1584503904)

ITT Tech, Game Interface Design (instructor¡¯s manual), 2004

ITT Tech, "Game Script and Storyboard Creation" (textbook chapter), 2004

Westwood College, "Support Functions" (textbook chapter), 2004

IGDA, "Persistent World Design" (white paper section), 2004

Gamasutra.com, "Better Game Design through Data Mining" (article), 2003

MUD-Dev Conference, "Better Game Design through Data Mining" (speaker), 2003

Education

Interactive Media, M.F.A., School of Cinema, University of S. California, (May 2009)
Student games:  Runesinger, Euphonics, Free Ranger

Computer Game Design, magna cum laude, B.A., San Francisco State University, 2004

English Literature, Lower division, De Anza College, Cupertino, California, 2002

Software

Access, ActionScript, Avid, Blender, C++, DOS batch files, Excel, Final Cut, Flash, HTML, InDesign, JavaScript, LightWave, Maya, Ogre, OpenGL, Photoshop, PowerPoint, Premiere, Project, Python, RCS, SketchUp, SourceSafe, SVN, Unix shell scripts (awk, grep, ksh, sed), vim, Visio, Visual Studio, Word.  (Expertise denoted in bold.  Beginner-level denoted in small italics.)

Proprietary game scripting languages that model:  assembly, C, and a finite state machine.
Proprietary 2D, tile-based level editors:  isometric and overhead.

Samples and references available on request.  Some samples online:  fine game design . com