Edwin Chan

Senior Experience Designer at ILM Immersive
  • Claim this Profile
Contact Information
us****@****om
(386) 825-5501
Location
Singapore, SG

Topline Score

Topline score feature will be out soon.

Bio

Generated by
Topline AI

5.0

/5.0
/ Based on 1 ratings
  • (1)
  • (0)
  • (0)
  • (0)
  • (0)

Filter reviews by:

Morris Seng

With his in-depth knowledge with the Unity platform, Edwin proves that he is more than just a level designer; he is a wonderful colleague to work with and a fun-loving and eager-to-learn attitude makes him a valuable asset to any company or studio.

You need to have a working account to view this content.
You need to have a working account to view this content.

Experience

    • United States
    • Entertainment Providers
    • 1 - 100 Employee
    • Senior Experience Designer
      • Oct 2022 - Present

      Projects worked on include first-of-kind unreleased immersive experiences, involving major IPs Projects worked on include first-of-kind unreleased immersive experiences, involving major IPs

    • Singapore
    • Computer Games
    • 400 - 500 Employee
    • Lead Level Designer
      • Feb 2022 - Dec 2022

    • Senior Level Designer
      • Jul 2020 - Feb 2022

    • United States
    • Entertainment Providers
    • 100 - 200 Employee
    • Acting Studio Director
      • Dec 2019 - Jun 2020

      - Collaborating with HR in Hong Kong to ensure paperwork for Singapore studio is completed correctly - Worked with HR to ensure smooth transition and integration of Singapore Studio into SandboxVR’s HR system - Making sure the Singapore studio has the required hardware and software needed to perform day to day tasks - Worked with Executive Producer for budget requirements for Singapore Studio - Ensuring office space and hardware is kept in orderly fashion

    • Lead Designer
      • Oct 2019 - Jun 2020

      - Lead collaborative effort between Singapore studio and Hong Kong studio - Implemented and conducted daily scrum meetings and coordinated effort and tasks between disciplines - Created detailed minute to minute flow of VR experience with Creative Director and worked with team to implement it - Prototyped and iterated on VR game mechanics with Junior Designer to fulfill game design vision - Keeping team aligned with the creative vision and design pillars of the project

    • Sweden
    • Computer Games
    • 400 - 500 Employee
    • Senior World Designer
      • Mar 2019 - Sep 2019

      Second Extinction - Create world logic and narrative to work with game mechanics and mission flow - Craft story elements and timeline for fellow designers to reference - Work with mission designer and level artist to create mission flow and level to showcase vertical slice of gameplay - Document tools pipeline with programmer to smoothen work pipeline and fix bugs in game engine - Pitched and documented design concept, design elements and feedback for team to reference Second Extinction - Create world logic and narrative to work with game mechanics and mission flow - Craft story elements and timeline for fellow designers to reference - Work with mission designer and level artist to create mission flow and level to showcase vertical slice of gameplay - Document tools pipeline with programmer to smoothen work pipeline and fix bugs in game engine - Pitched and documented design concept, design elements and feedback for team to reference

    • Singapore
    • Computer Games
    • 400 - 500 Employee
    • World Designer
      • Jan 2015 - Mar 2019

      Game Worked On: Skulls and Bones - Tutorial Designer (E3 2018) - Crafted a flow to instruct the player in the basics of navigation, camera controls and combat controls - Streamlined and refined flow of instructions appearing towards the player, scripting them to appear at contextual moments when the player needs them

    • Mission Designer
      • Jun 2016 - Aug 2017

      Game Shipped: Assassin's Creed Origins - Created Feeding Faiyum and Murder in the Temple side quests on Assassin's Creed Origins.

    • Level Designer
      • Apr 2014 - Dec 2014

      Game Shipped: Assassin's Creed Rogue - Followed lead designer's requirements to place soft gates in the world so as to further refine the player's experience - Created one off experiences for players visiting different locations in the world - Crafted unique narrative environment story telling experiences in the world using pre-existing assets

    • Unity Developer
      • Oct 2013 - Mar 2014

      - To develop and script a casual Facebook game in Unity. - Handled the front end development of title and worked to integrate existing code which was already developed into the current code - Worked with colleague to handle JSON messages passing from server and client to create a multiplayer feature in the game. - To develop and script a casual Facebook game in Unity. - Handled the front end development of title and worked to integrate existing code which was already developed into the current code - Worked with colleague to handle JSON messages passing from server and client to create a multiplayer feature in the game.

    • Singapore
    • Advertising Services
    • 1 - 100 Employee
    • Co-Founder / Partner
      • Apr 2013 - Oct 2013

      - Handled administrative duties as well as the accounting of the company - Helped work on company branding and direction - Headed the Mobile and Games Development Branch of the Company. - Handled administrative duties as well as the accounting of the company - Helped work on company branding and direction - Headed the Mobile and Games Development Branch of the Company.

  • Chorus Games Pte Ltd
    • Katong Junction
    • Level Design Intern
      • Jan 2013 - Apr 2013

      - Building of levels in Unity3D with existing art assets, scripted it using uScript for an educational game. - Building of levels in Unity3D with existing art assets, scripted it using uScript for an educational game.

    • Texture Artist
      • Sep 2007 - Dec 2007

      Created texture maps for a rhythm dancing game, Bao Bao Tang. Painted character faces for users to choose from in Immortals MMO. Tested and documented bugs for Immortals MMO. Created texture maps for a rhythm dancing game, Bao Bao Tang. Painted character faces for users to choose from in Immortals MMO. Tested and documented bugs for Immortals MMO.

Education

  • Digipen Institute of Technology
    Bachelor of Arts (B.A.), Games Design
    2010 - 2013
  • Nanyang Polytechnic
    Diploma, Digital Media Design (Games Design)
    2005 - 2008

Community

You need to have a working account to view this content. Click here to join now