Kuo Wou
Expert Technical Designer at High Moon Studios- Claim this Profile
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Bio
Jonathan Jelinek
Kuo Joined our company very early on in development and proved pivotal to prototyping and expressing our product. He helped build multiple prototypes of combat, systems, and UI to enable our team to be agile and make quick decisions. Kuo is a very fast worker and thrives on prototyping ideas, or going through and ensuring technical data is built appropriately. I am very grateful for the contributions Kuo made to our team and I believe he can be a valued addition to an existing design team.
Jesus Noland
Kuo is adept at getting work done. He not only receives a bulk of the work on our projects but is available to assist me in my tasks. As my senior at Metronome Software, Kuo has been a guide in helping me to understand my role as a software engineer and help in finishing tasks for our many projects. I have learned a lot from him and am glad to have him as my senior.
Jonathan Jelinek
Kuo Joined our company very early on in development and proved pivotal to prototyping and expressing our product. He helped build multiple prototypes of combat, systems, and UI to enable our team to be agile and make quick decisions. Kuo is a very fast worker and thrives on prototyping ideas, or going through and ensuring technical data is built appropriately. I am very grateful for the contributions Kuo made to our team and I believe he can be a valued addition to an existing design team.
Jesus Noland
Kuo is adept at getting work done. He not only receives a bulk of the work on our projects but is available to assist me in my tasks. As my senior at Metronome Software, Kuo has been a guide in helping me to understand my role as a software engineer and help in finishing tasks for our many projects. I have learned a lot from him and am glad to have him as my senior.
Jonathan Jelinek
Kuo Joined our company very early on in development and proved pivotal to prototyping and expressing our product. He helped build multiple prototypes of combat, systems, and UI to enable our team to be agile and make quick decisions. Kuo is a very fast worker and thrives on prototyping ideas, or going through and ensuring technical data is built appropriately. I am very grateful for the contributions Kuo made to our team and I believe he can be a valued addition to an existing design team.
Jesus Noland
Kuo is adept at getting work done. He not only receives a bulk of the work on our projects but is available to assist me in my tasks. As my senior at Metronome Software, Kuo has been a guide in helping me to understand my role as a software engineer and help in finishing tasks for our many projects. I have learned a lot from him and am glad to have him as my senior.
Jonathan Jelinek
Kuo Joined our company very early on in development and proved pivotal to prototyping and expressing our product. He helped build multiple prototypes of combat, systems, and UI to enable our team to be agile and make quick decisions. Kuo is a very fast worker and thrives on prototyping ideas, or going through and ensuring technical data is built appropriately. I am very grateful for the contributions Kuo made to our team and I believe he can be a valued addition to an existing design team.
Jesus Noland
Kuo is adept at getting work done. He not only receives a bulk of the work on our projects but is available to assist me in my tasks. As my senior at Metronome Software, Kuo has been a guide in helping me to understand my role as a software engineer and help in finishing tasks for our many projects. I have learned a lot from him and am glad to have him as my senior.
Experience
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High Moon Studios
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United States
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Computer Games
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100 - 200 Employee
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Expert Technical Designer
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Mar 2023 - Present
Design duties: - Provided Technical Design support and guidance on Unannounced Projects
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Senior Technical Designer
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Oct 2020 - Mar 2023
Design duties: - Provided Technical Design support on Unannounced Projects - Provided Technical Design support on Call of Duty: Vanguard Campaign + Rats of Tobruk + Battle of El Alamein + Lucas Riggs abilities
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Nexon OC
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Irvine, CA
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Senior Designer
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Nov 2017 - Aug 2020
Design duties: - Worked on unannounced UE4 title for Nexon Orange County. - 3rd person melee Combat design - Prototyping systems using Blueprint - Level Design for test maps - HUD and menu prototypes with UMG - Lead for multiple strike teams - Play test coordinator and proctor Design duties: - Worked on unannounced UE4 title for Nexon Orange County. - 3rd person melee Combat design - Prototyping systems using Blueprint - Level Design for test maps - HUD and menu prototypes with UMG - Lead for multiple strike teams - Play test coordinator and proctor
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Metronome Software
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United States
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Software Development
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1 - 100 Employee
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Software Engineer
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Apr 2012 - Nov 2017
Design duties: - Protoype "gamification" oriented mobile applications using HTML5/Canvas/JS - Game design consultant on small projects and prototypes Engineer duties: - Program front-end and back-end solutions for mobile and web applications using Java and Python - Provide guidance and mentoring to junior team members - Track and resolve issues in JIRA/Confluence - Rapid prototyping and testing Design duties: - Protoype "gamification" oriented mobile applications using HTML5/Canvas/JS - Game design consultant on small projects and prototypes Engineer duties: - Program front-end and back-end solutions for mobile and web applications using Java and Python - Provide guidance and mentoring to junior team members - Track and resolve issues in JIRA/Confluence - Rapid prototyping and testing
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Double Helix Games
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Irvine, CA
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Technical Designer
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Oct 2010 - Apr 2012
Design duties: - Maintained levels and worked with Art to polish them - Used proprietary level editor to set up enemy encounters, animate objects, create collision, and set up destructible elements - Tuned difficulty and pacing for levels - Maintained levels and fixed bugs Scripter duties: - Designed and developed the technical aspects of Character Design and combat systems - Set up animations and mechanics related to the player experience - Provided scripting… Show more Design duties: - Maintained levels and worked with Art to polish them - Used proprietary level editor to set up enemy encounters, animate objects, create collision, and set up destructible elements - Tuned difficulty and pacing for levels - Maintained levels and fixed bugs Scripter duties: - Designed and developed the technical aspects of Character Design and combat systems - Set up animations and mechanics related to the player experience - Provided scripting support for animations and mechanics related to NPCs - Provided scripting support for VFX and SFX departments - Tuned weapons and damage values Show less Design duties: - Maintained levels and worked with Art to polish them - Used proprietary level editor to set up enemy encounters, animate objects, create collision, and set up destructible elements - Tuned difficulty and pacing for levels - Maintained levels and fixed bugs Scripter duties: - Designed and developed the technical aspects of Character Design and combat systems - Set up animations and mechanics related to the player experience - Provided scripting… Show more Design duties: - Maintained levels and worked with Art to polish them - Used proprietary level editor to set up enemy encounters, animate objects, create collision, and set up destructible elements - Tuned difficulty and pacing for levels - Maintained levels and fixed bugs Scripter duties: - Designed and developed the technical aspects of Character Design and combat systems - Set up animations and mechanics related to the player experience - Provided scripting support for animations and mechanics related to NPCs - Provided scripting support for VFX and SFX departments - Tuned weapons and damage values Show less
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Naked Sky Entertainment
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United States
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Computer Games
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1 - 100 Employee
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Game Designer
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Jun 2010 - Oct 2010
Design duties: - Minor design documentation creation and updating - Created level mock-ups in proprietary editor to prove out game-play mechanics - Maintained levels and worked with Art to polish them - Used visual scripting language to set up enemy encounters, boss battles, and camera cuts - Set up player interactive objects like switches, gates, environment hazards, and destructible elements - Tuned difficulty and balanced game-play for levels - Assisted the Art dept. by… Show more Design duties: - Minor design documentation creation and updating - Created level mock-ups in proprietary editor to prove out game-play mechanics - Maintained levels and worked with Art to polish them - Used visual scripting language to set up enemy encounters, boss battles, and camera cuts - Set up player interactive objects like switches, gates, environment hazards, and destructible elements - Tuned difficulty and balanced game-play for levels - Assisted the Art dept. by working on collision and physics issues - Maintained levels and fixed bugs - Developed on PC for XBLA and PSN Show less Design duties: - Minor design documentation creation and updating - Created level mock-ups in proprietary editor to prove out game-play mechanics - Maintained levels and worked with Art to polish them - Used visual scripting language to set up enemy encounters, boss battles, and camera cuts - Set up player interactive objects like switches, gates, environment hazards, and destructible elements - Tuned difficulty and balanced game-play for levels - Assisted the Art dept. by… Show more Design duties: - Minor design documentation creation and updating - Created level mock-ups in proprietary editor to prove out game-play mechanics - Maintained levels and worked with Art to polish them - Used visual scripting language to set up enemy encounters, boss battles, and camera cuts - Set up player interactive objects like switches, gates, environment hazards, and destructible elements - Tuned difficulty and balanced game-play for levels - Assisted the Art dept. by working on collision and physics issues - Maintained levels and fixed bugs - Developed on PC for XBLA and PSN Show less
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Savage Entertainment
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Los Angeles, CA
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Senior Designer
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Oct 2008 - Jun 2010
Design duties: - Wrote design documentation for single player campaign levels - Used 3DS Max and proprietary editor to create levels for an arcade shooter set in the Transformers universe - Scripted all boss encounters using LUA - Hooked up dialog, music, and cinematic events - Helped tune and balance enemy NPCs, special attacks, and weapons - Mentored other designers in LUA scripting - Developed on PC for the PSP - Shipped Transformers: Revenge of the Fallen -… Show more Design duties: - Wrote design documentation for single player campaign levels - Used 3DS Max and proprietary editor to create levels for an arcade shooter set in the Transformers universe - Scripted all boss encounters using LUA - Hooked up dialog, music, and cinematic events - Helped tune and balance enemy NPCs, special attacks, and weapons - Mentored other designers in LUA scripting - Developed on PC for the PSP - Shipped Transformers: Revenge of the Fallen - Worked on single player levels, car radio mechanics, tutorials, weapon balance, and boss battles for an unreleased 3rd person open world gang-themed action shooter Show less Design duties: - Wrote design documentation for single player campaign levels - Used 3DS Max and proprietary editor to create levels for an arcade shooter set in the Transformers universe - Scripted all boss encounters using LUA - Hooked up dialog, music, and cinematic events - Helped tune and balance enemy NPCs, special attacks, and weapons - Mentored other designers in LUA scripting - Developed on PC for the PSP - Shipped Transformers: Revenge of the Fallen -… Show more Design duties: - Wrote design documentation for single player campaign levels - Used 3DS Max and proprietary editor to create levels for an arcade shooter set in the Transformers universe - Scripted all boss encounters using LUA - Hooked up dialog, music, and cinematic events - Helped tune and balance enemy NPCs, special attacks, and weapons - Mentored other designers in LUA scripting - Developed on PC for the PSP - Shipped Transformers: Revenge of the Fallen - Worked on single player levels, car radio mechanics, tutorials, weapon balance, and boss battles for an unreleased 3rd person open world gang-themed action shooter Show less
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Pandemic Studios
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Computer Games
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1 - 100 Employee
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Level Designer
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May 2007 - Sep 2008
Design duties: - Wrote design documentation for single player and multi-player levels - Prototyped levels using a proprietary editor for a 3rd person Lord of the Rings action/brawling game - Used editor to morph/paint terrain and set up AI encounters - Scripted cinematic moments and some game feature tutorials - Tuned and balanced 2 single player levels as well as 6 multi-player variants - Collaborated on design for melee/ranged combat mechanics, multi-player game-play… Show more Design duties: - Wrote design documentation for single player and multi-player levels - Prototyped levels using a proprietary editor for a 3rd person Lord of the Rings action/brawling game - Used editor to morph/paint terrain and set up AI encounters - Scripted cinematic moments and some game feature tutorials - Tuned and balanced 2 single player levels as well as 6 multi-player variants - Collaborated on design for melee/ranged combat mechanics, multi-player game-play, riding mounts, and heavy artillery - Provided testing and feedback for melee combat - Participated in peer review of levels and a nightly test of multi-player game matches - Tested game and fixed bugs - Developed on PC for Xbox360, PS3, and PC - Shipped Lord of the Rings: Conquest Show less Design duties: - Wrote design documentation for single player and multi-player levels - Prototyped levels using a proprietary editor for a 3rd person Lord of the Rings action/brawling game - Used editor to morph/paint terrain and set up AI encounters - Scripted cinematic moments and some game feature tutorials - Tuned and balanced 2 single player levels as well as 6 multi-player variants - Collaborated on design for melee/ranged combat mechanics, multi-player game-play… Show more Design duties: - Wrote design documentation for single player and multi-player levels - Prototyped levels using a proprietary editor for a 3rd person Lord of the Rings action/brawling game - Used editor to morph/paint terrain and set up AI encounters - Scripted cinematic moments and some game feature tutorials - Tuned and balanced 2 single player levels as well as 6 multi-player variants - Collaborated on design for melee/ranged combat mechanics, multi-player game-play, riding mounts, and heavy artillery - Provided testing and feedback for melee combat - Participated in peer review of levels and a nightly test of multi-player game matches - Tested game and fixed bugs - Developed on PC for Xbox360, PS3, and PC - Shipped Lord of the Rings: Conquest Show less
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Spark Unlimited
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United States
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Computer Games
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1 - 100 Employee
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Game Designer
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Aug 2005 - Apr 2007
Design duties: - Created design documents for level game-play and environment set up - Prototyped/white-boxed individual levels, game-play concepts, and in-game metrics using the Unreal Editor 3 for an FPS shooter set in an alternate WW2 historical timeline - Scripted enemy encounters, hooked up animations, and created cinematic moments - Collaborated closely with the Art, FX, and Sound department when creating levels - Assisted with ranged weapon tuning, environmental kills… Show more Design duties: - Created design documents for level game-play and environment set up - Prototyped/white-boxed individual levels, game-play concepts, and in-game metrics using the Unreal Editor 3 for an FPS shooter set in an alternate WW2 historical timeline - Scripted enemy encounters, hooked up animations, and created cinematic moments - Collaborated closely with the Art, FX, and Sound department when creating levels - Assisted with ranged weapon tuning, environmental kills mechanic, and puzzles - Supported multi-player team with testing and feedback - Tested game and fixed bugs - Developed on the PC for Xbox360, PS3, and PC - Shipped Turning Point: Fall of Liberty Scrummaster duties: - Tracked production hours of Scrum teams in Excel and provided reports to managers - Lead daily Scrums for various strike teams to identify goals and track progress - Resolved impediments that prevented work - Conducted game-play demonstrations and team presentations - Managed tasks and time budgeting amongst team members Show less Design duties: - Created design documents for level game-play and environment set up - Prototyped/white-boxed individual levels, game-play concepts, and in-game metrics using the Unreal Editor 3 for an FPS shooter set in an alternate WW2 historical timeline - Scripted enemy encounters, hooked up animations, and created cinematic moments - Collaborated closely with the Art, FX, and Sound department when creating levels - Assisted with ranged weapon tuning, environmental kills… Show more Design duties: - Created design documents for level game-play and environment set up - Prototyped/white-boxed individual levels, game-play concepts, and in-game metrics using the Unreal Editor 3 for an FPS shooter set in an alternate WW2 historical timeline - Scripted enemy encounters, hooked up animations, and created cinematic moments - Collaborated closely with the Art, FX, and Sound department when creating levels - Assisted with ranged weapon tuning, environmental kills mechanic, and puzzles - Supported multi-player team with testing and feedback - Tested game and fixed bugs - Developed on the PC for Xbox360, PS3, and PC - Shipped Turning Point: Fall of Liberty Scrummaster duties: - Tracked production hours of Scrum teams in Excel and provided reports to managers - Lead daily Scrums for various strike teams to identify goals and track progress - Resolved impediments that prevented work - Conducted game-play demonstrations and team presentations - Managed tasks and time budgeting amongst team members Show less
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Papaya Studio
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Computer Games
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1 - 100 Employee
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Junior Game Designer
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Jul 2003 - Aug 2005
Design duties: - Design documentation for level game-play and game features - Prototyping/white-boxing of levels as well as an open world environment in the Taxi Driver setting - Scripted level encounters and set up enemy placement for a 3rd person open world game - Created cinematic sequences and puzzles - Implemented boss battles - Designed special melee combat finishing moves and tuned ranged weapon values - Tuned physics values for in-game vehicles - Assisted in the… Show more Design duties: - Design documentation for level game-play and game features - Prototyping/white-boxing of levels as well as an open world environment in the Taxi Driver setting - Scripted level encounters and set up enemy placement for a 3rd person open world game - Created cinematic sequences and puzzles - Implemented boss battles - Designed special melee combat finishing moves and tuned ranged weapon values - Tuned physics values for in-game vehicles - Assisted in the implementation of a traffic system used by AI pedestrians and vehicles - Assisted in the implementation of the camera culling system to allow for a streaming world and improve game performance - Tested game and fixed bugs - Developed on the PC for Xbox, PS2, and PC Show less Design duties: - Design documentation for level game-play and game features - Prototyping/white-boxing of levels as well as an open world environment in the Taxi Driver setting - Scripted level encounters and set up enemy placement for a 3rd person open world game - Created cinematic sequences and puzzles - Implemented boss battles - Designed special melee combat finishing moves and tuned ranged weapon values - Tuned physics values for in-game vehicles - Assisted in the… Show more Design duties: - Design documentation for level game-play and game features - Prototyping/white-boxing of levels as well as an open world environment in the Taxi Driver setting - Scripted level encounters and set up enemy placement for a 3rd person open world game - Created cinematic sequences and puzzles - Implemented boss battles - Designed special melee combat finishing moves and tuned ranged weapon values - Tuned physics values for in-game vehicles - Assisted in the implementation of a traffic system used by AI pedestrians and vehicles - Assisted in the implementation of the camera culling system to allow for a streaming world and improve game performance - Tested game and fixed bugs - Developed on the PC for Xbox, PS2, and PC Show less
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