Thomas Pulluelo

Senior Level Designer at IO Interactive
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Location
Copenhagen, Capital Region, Denmark, DK
Languages
  • French Native or bilingual proficiency
  • English Full professional proficiency
  • Spanish/Catalan Elementary proficiency

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Experience

    • Denmark
    • Computer Games
    • 200 - 300 Employee
    • Senior Level Designer
      • Apr 2023 - Present

      Project 007, a James Bond origin story.

    • Level Designer
      • Apr 2022 - Apr 2023

      Project 007, a James Bond origin story.

    • France
    • Computer Games
    • 700 & Above Employee
    • Level Designer
      • Jul 2017 - Apr 2022

      Project, Ghost Recon Breakpoint Member of the World Design team, focusing with a Game Artist on the Liberty Province creation (Auroa’s Capital). Throughout the production, I worked with a lot of different teams and my main contacts were the Leads, Game Content Director and the World Producer. My missions were : World Design • Designing a full 2.0 city and its surroundings, respecting the world logic rules. • Creating over 40 settlements with different themes, RLD, 360 approach and stealth possibilities. • Injecting AI relatively to each settlement, creating the best game experience possible, fitting the performance constraints. • Easing Missions Designer tasks with specific world building creations. • Designing lighting intentions in every settlements for the Light Artist team. Environment Artist tasks • Easing the Game Artist tasks by learning how to Terraform, use Houdini and work with Decals and Micro propsing. • Building the Environment Design for many settlements. Buildings/Smartprops Architecture • Designing/Prototyping specific buildings and Landmarks located inside Liberty. • Helping Bordeaux Level Designers by designing and prototyping more classical buildings, in accordance with the World logics and Art Direction. Creating Level Design Tools • Designing/modelling/integrating over 90 modules in order to ease building prototyping for the World building team, following the metric constraints. • Updating these modules toolkit in order to perfectly fit the new constraints and Level/Game design decisions. Later on worked on 2 unannounced project. Show less

    • Poland
    • Research
    • Game Designer
      • Jun 2016 - Sep 2016

      Within the Game Design team, I work with the dev core teams during the last months before the release. My main contacts are the Leads, the Art Director and the Producer. My Missions : Game Design •Balancing the game in order to have a quality experience. •Identifying design issues or missed opportunities. •Design new heroes linked to the new strategies. •Design the new gacha system (box/rewards). Programming •Realizing tools for the Game Design team in order to have more information about the game progression. QA/Community Management •Helping the realisation of many Playtest and Focus Group. Show less

    • France
    • Technology, Information and Internet
    • 1 - 100 Employee
    • Programmer
      • Apr 2014 - Jun 2014

      My Missions : • Production of a Web Application for the Airbus communication pole. • Rebuilt the EXM company intranet in order to enhance work place productivity. • Creation of an online context for the Airbus Magazine (ONE). My Missions : • Production of a Web Application for the Airbus communication pole. • Rebuilt the EXM company intranet in order to enhance work place productivity. • Creation of an online context for the Airbus Magazine (ONE).

Education

  • Supinfogame Rubika
    Master’s Degree, Management & Game Design
    2014 - 2017
  • IUT d'Aix Marseille
    Bachelor’s Degree, Computer Science
    2012 - 2014
  • Lycée Pierre Bourdieu
    High School, Diploma in Science
    2009 - 2012

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