Nathan Moller
Advanced Artist - Presentation at Monolith Productions (WB Games)- Claim this Profile
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Bio
Chris Schlerf
During our time working together on Halo 4, Nate displayed an impressive mastery of storytelling, both in his direction of in-engine designer cutscenes as well as through the creation of unique narrative gameplay and vignettes. A valuable and insightful collaborator, Nate brings immense passion and experience to the creative process; as we sought new and innovative ways to get our story across, he was always a reliable source of both inspiration and positive, constructive criticism. Nate's knowledge of past and present game narrative was a well from which we drew upon often, and the benefits it brought to Halo's development are quite prominent in the final game.
Chris Haluke
Nathan is an extremely hard working and passionate designer who truly made a difference in the production of Halo 4. In my time working with Nathan, I found him to be an incredible asset to the Design Team through the way he managed to balance his narrative responsibilities along with a general design role. Nathan quickly grasped the tools and technology which allowed himself to be particularly successful in term of content creation and debugging. Nathan played a huge role on the Spartan Ops development and blazed a trail in terms of injecting narrative into the game. It’s been a pleasure working with Nathan and I look forward to future opportunities to work at his side.
Chris Schlerf
During our time working together on Halo 4, Nate displayed an impressive mastery of storytelling, both in his direction of in-engine designer cutscenes as well as through the creation of unique narrative gameplay and vignettes. A valuable and insightful collaborator, Nate brings immense passion and experience to the creative process; as we sought new and innovative ways to get our story across, he was always a reliable source of both inspiration and positive, constructive criticism. Nate's knowledge of past and present game narrative was a well from which we drew upon often, and the benefits it brought to Halo's development are quite prominent in the final game.
Chris Haluke
Nathan is an extremely hard working and passionate designer who truly made a difference in the production of Halo 4. In my time working with Nathan, I found him to be an incredible asset to the Design Team through the way he managed to balance his narrative responsibilities along with a general design role. Nathan quickly grasped the tools and technology which allowed himself to be particularly successful in term of content creation and debugging. Nathan played a huge role on the Spartan Ops development and blazed a trail in terms of injecting narrative into the game. It’s been a pleasure working with Nathan and I look forward to future opportunities to work at his side.
Chris Schlerf
During our time working together on Halo 4, Nate displayed an impressive mastery of storytelling, both in his direction of in-engine designer cutscenes as well as through the creation of unique narrative gameplay and vignettes. A valuable and insightful collaborator, Nate brings immense passion and experience to the creative process; as we sought new and innovative ways to get our story across, he was always a reliable source of both inspiration and positive, constructive criticism. Nate's knowledge of past and present game narrative was a well from which we drew upon often, and the benefits it brought to Halo's development are quite prominent in the final game.
Chris Haluke
Nathan is an extremely hard working and passionate designer who truly made a difference in the production of Halo 4. In my time working with Nathan, I found him to be an incredible asset to the Design Team through the way he managed to balance his narrative responsibilities along with a general design role. Nathan quickly grasped the tools and technology which allowed himself to be particularly successful in term of content creation and debugging. Nathan played a huge role on the Spartan Ops development and blazed a trail in terms of injecting narrative into the game. It’s been a pleasure working with Nathan and I look forward to future opportunities to work at his side.
Chris Schlerf
During our time working together on Halo 4, Nate displayed an impressive mastery of storytelling, both in his direction of in-engine designer cutscenes as well as through the creation of unique narrative gameplay and vignettes. A valuable and insightful collaborator, Nate brings immense passion and experience to the creative process; as we sought new and innovative ways to get our story across, he was always a reliable source of both inspiration and positive, constructive criticism. Nate's knowledge of past and present game narrative was a well from which we drew upon often, and the benefits it brought to Halo's development are quite prominent in the final game.
Chris Haluke
Nathan is an extremely hard working and passionate designer who truly made a difference in the production of Halo 4. In my time working with Nathan, I found him to be an incredible asset to the Design Team through the way he managed to balance his narrative responsibilities along with a general design role. Nathan quickly grasped the tools and technology which allowed himself to be particularly successful in term of content creation and debugging. Nathan played a huge role on the Spartan Ops development and blazed a trail in terms of injecting narrative into the game. It’s been a pleasure working with Nathan and I look forward to future opportunities to work at his side.
Experience
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Monolith Productions (WB Games)
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United States
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Computer Games
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100 - 200 Employee
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Advanced Artist - Presentation
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Nov 2019 - Present
Responsibilities currently under NDA. Responsibilities currently under NDA.
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Bungie
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United States
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Entertainment Providers
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700 & Above Employee
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Senior Designer
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Oct 2015 - Nov 2019
Artistic, design, technical, and production leadership on narrative content such as vendor interactions, character monologues, and in-game story vignettes. Artistic, design, technical, and production leadership on narrative content such as vendor interactions, character monologues, and in-game story vignettes.
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343 Industries
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Kirkland, Washington
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Narrative Designer
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Jun 2014 - Feb 2015
Design and implementation of prototypes for mid-campaign, story and character-focused levels, or "hubs." Design and implementation of prototypes for mid-campaign, story and character-focused levels, or "hubs."
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Innate Games LLC
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Greater Seattle Area
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Creative Director
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Sep 2013 - Mar 2014
Founded company for an attempt at a Kickstarter-funded game project, and led in all creative and technical aspects of the game's development. The campaign was cut short due to many challenges, including family health issues. Founded company for an attempt at a Kickstarter-funded game project, and led in all creative and technical aspects of the game's development. The campaign was cut short due to many challenges, including family health issues.
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343 Industries
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Kirkland, WA
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Narrative Designer
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Jan 2012 - Jan 2013
Use of existing character, level, and animation assets to deliver numerous short cinematics for level introductions and endings in the Spartan Ops game mode, as well as early design implementation leadership for campaign story dialogue. Use of existing character, level, and animation assets to deliver numerous short cinematics for level introductions and endings in the Spartan Ops game mode, as well as early design implementation leadership for campaign story dialogue.
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5TH Cell Media
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Bellevue, WA
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Senior Designer
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Feb 2011 - Dec 2011
Designed and implemented gameplay content, and designed narrative content, both in-game and hand-drawn animation, for Scribblenauts Unlimited. Designed and implemented gameplay content, and designed narrative content, both in-game and hand-drawn animation, for Scribblenauts Unlimited.
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BioWare
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Canada
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Computer Games
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200 - 300 Employee
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Cinematic Designer
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Jan 2007 - Jul 2010
Directed camera and digital acting, and technically implemented, interactive cinematic content in Mass Effect, Mass Effect: Bring Down the Sky, Dragon Age: Origins, Mass Effect 2, and Star Wars: The Old Republic. Directed camera and digital acting, and technically implemented, interactive cinematic content in Mass Effect, Mass Effect: Bring Down the Sky, Dragon Age: Origins, Mass Effect 2, and Star Wars: The Old Republic.
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Founder / Director
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Mar 2004 - Dec 2006
A company started to advance the quality and exposure of machinima as a medium. A company started to advance the quality and exposure of machinima as a medium.
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Production Assistant
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2002 - 2005
3D animation design, editing, on set production, sound capture, camera work, writing, fire watch, and whatever other activities were ever necessary. 3D animation design, editing, on set production, sound capture, camera work, writing, fire watch, and whatever other activities were ever necessary.
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Education
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Hamilton College
Bachelor of Arts, Chinese Studies -
Capital University of Economics and Business
Associated Colleges in China -
Enumclaw High School