Dinga Bakaba

Studio Director & Co-Creative Director at Arkane Studios
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Location
FR

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5.0

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Poria Torkan

I had the pleasure of working with Dinga on three projects, all from the very beginning with Dinga as the developer lead designer and me as the publisher producer. Rarely have I met such a dedicated, talented, structured and passionate designer as Dinga. He would put all his time, attention and love into the project he was working on. However he was always open for requests, suggestions and most important of all; not afraid to

Péter Ligeti

Dinga is able to implement any aspect of the game design to a very high quality, whilst setting standards and taking ownership of sections of the design. He helped to redefine the vision of the franchise (Fairytale Fights), then supported and communicated this vision at all times, both on the team and externally. Very good verbal and written communication skills, backed up with a proactive approach to helping define and enforce best practises. He also has deep knowledge and experience managing external contractors. Although we were on different games, on the weekly designer meetings he was always able came up creative new ideas and solutions on my projects.

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Experience

    • France
    • Computer Games
    • 200 - 300 Employee
    • Studio Director & Co-Creative Director
      • Oct 2021 - Present

    • Game Director & Co-Creative Director
      • Jun 2017 - Oct 2021

      "DEATHLOOP" (PS5 and PC) for Bethesda Softworks and Playstation

    • Lead Designer
      • Oct 2016 - 2017

      "Dishonored: Death of the Outsider" (Xbox One, PS4 and PC) for Bethesda Softworks

    • Lead Designer / Producer
      • Jul 2013 - Nov 2016

      "Dishonored 2" (Xbox One, PS4 and PC) for Bethesda Softworks

    • Game Designer / Producer
      • Jun 2012 - Dec 2012

      "Dishonored: Dunwall City Trials" DLC (PC, Xbox 360, PS3) for Bethesda Softworks

    • Systems Designer / Associate Producer
      • Nov 2010 - Oct 2012

      "Dishonored" (PC, Xbox 360, PS3) for Bethesda SoftworksDishonored is a AAA 1st person action game powered by Unreal Engine 3.5, due for release in October 2012. Working directly under the Creative Directors and the Executive Producer, my role was to take ownership of the design of some gameplay features and systems, bringing them from the concept phase to the final debugging. Besides the design duties, it implied managing the engineers, artists and team members of various disciplines involved in the delivery of the gameplay features. I also took part in the playtest process, and presented the game live on several press tours and trade shows.

    • Computer Games
    • 1 - 100 Employee
    • Game Designer
      • Jan 2010 - Sep 2010

      -Leading/co-leading multidisciplinary teams of 8-25 persons in the production of 3 game prototypes using the Unreal Engine 3:• a Multiplayer 3rd person Shooter/Platformer• a 2.5d Platormer/Racer• an Action Freefall/Racer-High level and in-depth Gameplay documentation using Word and Wikis for these Prototypes, including: Gameplay Mechanics, Online Multiplayer modes and Asynchronous Competition, Game Flow, Progression and Rewards…-Working closely with the Engineers in the implementation of the gameplay Features-Hands on gameplay Tuning with the Unreal Remote Control and Scripts-Organization and follow-ups of gameplay and accessibility Playtests-Working closely with the Level Designers in the design and production of the levels-Involved in project Planning, Workflows and Coordination with other disciplines -Kodu prototypes for game modes and mechanics, UnrealEd and Sketchup test maps & blockouts…

    • Game Designer
      • Oct 2009 - Dec 2009

      "Fairytale Fights IP" (Xbox 360-PS3) for Playlogic International-Analysis on Fairytale Fights: critical reception, gameplay analysis, target audience…-Game Design Theory research: analysis, feedback, presentations for the studio…-Definition of the core and identity of the IP for potential upcoming projects-Gathering and documenting input from the team through surveys and presentations-Working a high level creative process for upcoming games and creative focus mind tools

    • France
    • Computer Games
    • 1 - 100 Employee
    • Game Designer
      • Jul 2008 - Oct 2009

      "Jane Jensen's Gray Matter" (PC, Xbox 360) for DTP-AG- Lead Game Designer in-house, in charge of a team of 2 assistant Game Designers and 7 level designers/scripters- Game Design Document revisions, updates and additions- Coordination between level design/scripting and art in the design and production of the game's scenes- Mini-games, interface and puzzle design/redesign- Design and tweaking of the Xbox 360 specific direct controls and radial selection system - Dialogs rewriting/adaptations- Maintaining the communication between the author, Jane Jensen, and the team in-house- Concept for the cut scenes and their storyboarding- Deeply involved in the art direction process with the Art Director and the concept art team- Communication and feedback with 6 different outsourcing companies for the game assets- Direction for the motion capture sessions in Germany and Hungary- Developer report entries for the official blog

    • Game Designer
      • Dec 2007 - Jul 2008

      "Scrabble Interactive 2009" (DS, Wii, PC) for Ubi Soft and Mattel- Game Design Document writing and updates.- Story writing and dialogs of the Campaign.- Interface design.- Design of many minigames and modes: Scrabble Tempest, Puzzletters, Game Board Helper, Scrabble Academy…- Design of the stats and progression system for the three versions.- Working with artists for the Character Designs, Backgrounds, and Interface.

    • Game Designer
      • Dec 2007 - Jun 2008

      "City Life DS" for Monte Christo Games- Story and dialogs for the Campaign Mode- Design of the Challenges and Campaign Missions- Test and Balancing

    • Computer Games
    • 1 - 100 Employee
    • Q.A. Tester
      • 2007 - 2007

      - Bug reports - Game Design suggestions - Worked on many types of games: "Crash Boom Bang", "Leisure Suit Larry Love for Sail", "M.A.C.H.", "Office Wars…" - Bug reports - Game Design suggestions - Worked on many types of games: "Crash Boom Bang", "Leisure Suit Larry Love for Sail", "M.A.C.H.", "Office Wars…"

Education

  • Isart Digital

Community

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