Published on November 9, 2014
This is the project-based portfolio of Andre Yam, MA, CAPM. He has worked in event planning, game development, and media related projects. Take a look!
1. ANDRE YAM’S PROJECT PORTFOLIO Andre Yam, MA, CAPM Project Coordinator / Game Producer Cellphone: (519) 590-9699 Email: [email protected] LinkedIn: ca.linkedin.com/pub/andre-yam/72/211/530/ •ca.linkedin.com/pub/andre-yam/72/211/530/ •ca.linkedin.com/pub/andre-yam/72/211/530/
2. Why I Am An Asset To Your Organization Education and Certification 2009: Honours BA in English and History at Wilfrid Laurier University 2013: MA in English Literature at the University of Waterloo 2014: Graduate Certificate of Project Management at Conestoga College 2014: Certified Associate Project Manager (CAPM) issued by the Project Management Institute Soft Skills Has collaborated in planning and estimating resource requirements and work hours for event and game projects. Utilized concise oral and written communication skills with internal and external stakeholder situations. Team building focused, has pushed and encouraged individuals to reach personal milestones and improve their deliverables. Has experience in gathering project requirements, where eliciting responses from all team members is crucial for scope baseline and for subsequent changes.
3. Professional History Event Project: Make a Game or “DIY” Trying Game Jam -2013 Game Project: Happy Animal Kingdom -2013 Game Project: Tactical Magic -2013 Marketing Project: Folio Instrument’s Social Media Revamp -2014
4. Event Project: Make a Game or “DIY” Trying Game Jam -2013 Project Sponsor for this event was Dr. Neil Randall, director of the University of Waterloo’s Game Institute think tank. Project head was Ryan Clement, a PhD candidate. Scope was to create a public event that would bring amateur game enthusiasts together with several prominent local industry leaders.
5. Event Project: Make a Game or “DIY” Trying Game Jam -2013 Was part of the core planning committee of 5 that oversaw the initiation, planning and design, and stakeholder management aspect of this event. Was held at the Kitchener Town Hall to approximately 40 participants, with 6academic and industry representatives serving on the judging panel.
6. Game Project: Happy Animal Kingdom - 2013 iOS Game Project for InfiniDyCorp. Worked as a content developer and creative writer on a project team of 10. Worked on the tutorial design and planning the quest dialogue system. Drafted concept designs for mascot function and decorative function. Also independently researched market trends and submitted a user retention marking plan.
7. Game Project: Tactical Magic -2013 As sponsor, worked as project lead with a team of 6. Funding was limited, so initial work strove to create a demo-able first level for crowdfunding. Project shuttered after 4 months. Scope was to create a high-fantasy Role Playing Game (RPG). Mechanics included: •Multiple user choice options that would dramatically alter the plot, geography, party, quest choice, and in-game events. •A shadow and light mechanic, or “cursed”, that would affect not only perception but, as well, current character classes. •Morality system that would impact quest choice, merchant availability, NPC interaction, and character classes. •Scarcity item model, where low item availability and durability forces players to choose their battles strategically. Art done by Kim Parker
8. Character Study: Ruden The original character concept idea that started this project: I had originally envisioned the player starting their journey in front of a small campfire, illuminating the surrounding dark woods in the grasp of deep winter. Was modelled on historical East Asian weaponry, armor, and culture. Depending on the player’s morality choices, Ruden’stalent pools could be unlocked from the basic selection and expand into the Knight-Errand tree, which served as a tank / damage sponge role, or the Mercenary tree, which served as front-line damage dealerthat could ignore lethal party damage. Art done by Kim Parker
9. Equipment Study: Ruden Originally, the game engine had been RPG Maker VX Ace, which ultimately proved to be too underpowered. The switch to the Unity engine solved the issues of lighting, but also gave us more freedom with design. As such, a focus on equipment and weapon design would define the last month of project work. The above equipment study for the character of Rudenshows how the concept artist, Kim Parker, worked with me in terms of identifying the number of equipment slots a given character could use. This, as well as the following slide,would then translate to conceptual and graphical work needed to be done. For an initial 20 items it had been estimated to take 2 weeks using Blender. Art done by Kim Parker
10. Character Study: Rachel The first “cursed” character that was developed. Curse characters have unique properties, with their base character class being associated with daytime or well-lite areas. When they are plunged in darkness, their class changes, which doesn’t just affect the characterbut also the party. Rachel’s default class is as a traditional holy priestess, using a combination of healing and shielding spells. Once she has been plunged into darkness, the spirit that has possessed her manifests, turning her into a necromancer –abide a defensive one. She would summon a wall of skeletons to absorb the first few physical attacks, and she can transform party members into undead who cannot be afflicted by status ailments but also have a lifestealcomponent added to their attack. Art done by Kim Parker
11. Character Study: “FOX” Simply named “FOX”, she was designed originally as the second “cursed” character. She was to fill the shaman trope, one-with-nature. Her signature item would have been various masks, which could enhance her light or shadow traits. Conceptually, she would have worn her mask in the light but, when daylight fades, she would remove her mask and her body would fade: leaving only the mask visible. In the light, she would attack with a long-bow for physical damage, enhancing subsequent damage through a range of elemental enhancements and improved arrow head quality. In the shadows, she would become a spiritual representation of her animal spirit guide: the fox. Her damage becomes elemental-based melee magic damage. In order to unlock further talents, the player would have to meet the following requirements of having her in the current mission’s party, find a defiled shrine, and exorcize the spiritual pollution. Art done by Kim Parker
12. Weapon Study: One Handed Axes Since item scarcity and low durability was a mechanical focus, it was important to populate the environment with different weapons that were specific to their function. Though some stats would overlap, the important distinction was to create items that were visually stunning to look at while, at the same time, offering some variety in the combat loop. In this case, combat actions would require, if on smart phone, touching and swiping in a specific fashion was required in order to successfully perform an attack. For PC it would have been using the mouse to hold and drag in a specific pattern, much like the OSU game. Different weapon types would have had different ramping-up actions and time required, such as mimicking the drawing back of a bow, or having a longer slashing action for a great sword. It would ultimately be up to the player in deciding if they want to use immediately or save it for a tougher fight. Art done by Kim Parker
13. Planning and Design Documents for Technical Limitations Trelloand Google Docs were the primary organizational services and tools used for the project team. This ensured that documents and discussions were directed to those assigned responsibility of work packages. It also meant keeping in touch with all team members, ensuring that meetings conducted in a way that all voices were heard. Maintaining scope was perhaps the most difficult (include everything AND the kitchen sink!) aspect, since this intended project was on creating a demo of the envisioned game for crowdsourcing applications.
14. Damage Number Modelling Work Package Work was done through in-person and virtual meetings. Requirements clarity and communicating changes helped push initial progress and was, even to the end, a part of the project’s work culture. Requirements were identified early on, with time and resources beinggiven for training activities. Even though this project was cancelled due to resource limitations, its post mortem became the basis formeto formalize my project management skills. A few months later I was enrolled in Conestoga College’s Graduate course for Project Managementand 4 months into that I obtained my Certified Associate Project Management industry certification from the Project Management Institute. Work outputs also helped contribute to at least one of the project team gaining employment within the video game industry.
15. Marketing Project: Folio Instrument’s Social Media Revamp -2014 Project sponsor for this marketing project is the owner, GordHowes. Scope is to create 3 product videos for their website. Enhancement of their social media capabilities is also done in order to strengthen the product video’s reach. Expected to be completed by December 2014 by the team, which is made up of program students.
16. Good design enables honest and effective engagement with the world. Poor design is symptomatic either of inadequate insight or of a fraudulent and exploitive strategy of production. If good design tells the truth, poor design tells a lie, a lie usually related, in one way or another, to the getting or abuse of power” -Robert Grudin “Efficiency is doing things right; effectiveness is doing the right things” –Peter Drucker “Of all the things I’ve done, the most vital is coordinating the talents of those who work for us and pointing them towards a certain goal” –Walt Disney
17. Andre Yam, MA, CAPM Cellphone: (519) 590-9699 Email: [email protected] LinkedIn: ca.linkedin.com/pub/andre- yam/72/211/530/