Alan Tew

Lead Game Designer at Warner Bros. Interactive Entertainment Inc.
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Contact Information
us****@****om
(386) 825-5501
Location
Salt Lake City, Utah, United States, US

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Bio

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Experience

    • Lead Game Designer
      • Jul 2016 - Present

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Senior Game Designer
      • Dec 2015 - Present

      INFINITY 4.0• Senior Game Designer, rehired to develop narrative systems and missions.• Led story and design teams creating original Infinity 4.0 story blending Disney properties.• Designed game tools, systems and reward metrics to merge narrative with open-world play.• Acted as design point-of-contact to United Front Games (25+ team on story missions).• Communicated Infinity 4.0 design (holistic) to internal and external teams.• Collaborated with various design teams to improve core Infinity gameplay systems.

    • Creative Director
      • Sep 2009 - Dec 2015

      NEST (unreleased)• Lead Game Designer (and Programmer and Artist) on personal indie project.• Designed indie game and learned scripting to test theories about narrative in multiplayer games.• Coded 4P co-op network game with random level generation and weapon-editing tools in Unity.• Developed original science-fiction property with small group of artist veteran friends. NEST (unreleased)• Lead Game Designer (and Programmer and Artist) on personal indie project.• Designed indie game and learned scripting to test theories about narrative in multiplayer games.• Coded 4P co-op network game with random level generation and weapon-editing tools in Unity.• Developed original science-fiction property with small group of artist veteran friends.

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Lead Game Designer
      • Sep 2004 - Oct 2009

      JABBERWOCKY (unreleased) • Lead Game Designer on 50+ man team through preproduction.• Pitched and designed core systems for original Disney IP take on action-combat genre.• Designed and tested combat system with expressive combat and widely accessible controls.• Designed and tested non-controllable AI that felt alive and independent without frustrating users.• Collaborated closely with story teams—including Disney/Pixar writers and directors—on story.CHICKEN LITTLE (PS2, Xbox, GameCube)• Senior Game Designer on large team through production.• Worked closely with producers and large team to facilitate design vision.

    • Computer Games
    • 1 - 100 Employee
    • Lead Game Designer
      • 1994 - 2004

      VAN HELSING (PS2, Xbox)• Lead Game Designer on 35+ man team through production.• Designed and pitched concepts to publishers, eventually leading to Vivendi contract.• Designed core systems for movie game based on Devil May Cry (at publisher request).• Reverse-engineered Devil May Cry combat working closely with tools and design teams.• Reviewed periodic progress with film director Stephen Sommers and actor Hugh Jackman.• Managed designers, including performance and hiring interviews, and resolving personnel issues.BARBARIAN (PS2, Xbox, GameCube)• Lead Game Designer and Lead Animator on 25+ man production team.• Designed combat system for original Barbarian property (inspired by Power Stone).• Produced concept art for fighting roster, including final character designs.STARCRAFT: BROOD WAR (PC)• Game Designer providing input on campaign scenarios and units.• Artist responsible for all base tile set artwork and integration of base tile set with other tile assets.2D / 3D Artist / Animator on...• XENA: TALISMAN OF FATE (N64)• CLAYFIGHTER 63 1/3 (N64)• ATOMIC BOMBERMAN (PC)• DUKE NUKEM (PC)• PITFALL: THE MAYAN ADVENTURE (SNES)• RISE OF THE TRIAD (PC)• SHADOW WARRIOR (PC)• XENOPHAGE (PC)• ENEMY NATIONS (PC)

Education

  • Brigham Young University
    Illustration
    1992 - 1993

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