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AMPED-UX - Gamification and UX Design Strategist and Consultant

Edward Moore

El Segundo, CA
amped-ux.com
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  • About
  • About

    15 Years of Video Game, User Experience (UX/UI) Design, & Project Management/Production Experience w. 7 Published Credits across 16 SKU's, most notably in the Medal of Honor, Lord of the Rings, Mercenaries, and Lost Planet franchises.

    Specialties: UI/UX Design, Video Game Design (highly adaptable to different genres, engines), BA in Computer Science, Agile, Lean, Waterfall Production Methodologies, Design Mentorship and Career Management,able to learn and implement gameplay through any type of scripting language, Creative Writing, Design Docs & Powerpoints, Voice Acting.

  • Education
    • Bachelor of Arts (B.A.) Computer Science
      Hofstra University
      1993 - 1997
  • Experience
    • Founder, UX Design and Gamification Strategist
      AMPED-UX (Self-Employed)
      El Segundo, CA
      Aug 2014 - Present (11 years 10 months)
    • Senior UI, Systems Designer
      Big Red Button Entertainment, Inc.
      Apr 2013 - Jul 2014 (1 year 3 months)
    • User Experience (UX) Design Lead, Lead Multiplayer Designer
      Spark Unlimited
      Aug 2010 - Mar 2013 (2 years 7 months)
      Provided strategic design leadership for UX/UI, multiplayer gameplay, levels, mechanics, and systems for LOST PLANET 3 (LP3), published by Capcom. UX work included generating UI wireframes, mockups, and flowcharts using Visio. Helped manage development schedules for cross-disciplinary UI group, multiplayer level design team, conducted usability testing. Also built/refined level geometry and gameplay scripting for both the main game and post-release DLC.
    • Development Manager, Senior Designer
      Pandemic Studios
      Jul 2006 - Nov 2009 (3 years 4 months)
      On the MERCENARIES franchise, I worked first as a Sr. Designer, then transitioned to a production-focused role as a Development Manager for pre-production on MERCENARIES 3. Received management training, Agile/Scrum certification, and exposure to Lean development principles while overseeing multiple interdisciplinary task forces. As a Sr. Designer, I designed and implemented rough level geometry and LUA-based gameplay scripting for a variety of missions and game types in the open world/sandbox genre. Also worked on LEGENDS, a cancelled 3rd person shooter-RPG hybrid,
    • UI, Game Designer
      Electronic Arts Los Angeles
      May 2002 - Jun 2006 (4 years 1 month)
      Worked on the Medal of Honor FPS (MOH) and Lord of the Rings RTS (LOTR) franchises, serving as Multiplayer Design Lead on MOH: Pacific Assault and SP Player Design Lead on MOH: Breakthrough. Implemented high-level UI designs for MOH Pacific Assault and LOTR: Battle for Middle Earth 2, designed, scripted, and built level geometry for single and multiplayer missions for various MOH games (Airborne, Pacific Assault, Breakthrough, Spearhead) and also LOTR RTS.
    • Level Builder
      Irrational Games
      Oct 1999 - Dec 2001 (2 years 2 months)
      Designed, built, lit, and textured numerous levels for 2 projects, The Lost (3rd person survival horror RPG using Lithtech and Unreal) and Deep Cover (1st person espionage game, co-developed w. Looking Glass Studios using the proprietary "Dark" engine)
  • Skills
    • Game Design
    • Project Management
    • UX
  • Elsewhere on the Web
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  • On Coroflot
    @edwardmoore, member since 2014
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