In order to help game executive planner job seekers build an eye-catching resume, Phantom Master Resume**Don't provide you with this selected game executive planning resume case. With our beautiful resume templates and tools, you can easily present your game planning experience, innovative thinking, and teamwork skills to recruiters.
Resume of applying for the game executive planner
Job interest. Job Type: Full-time
Intended position: game execution planning, system planning
Intended city: Guangzhou, Guangdong
Salary requirements: negotiable
Job search status: ready to work
Education. Time: 20xx9-20xx.3 School Name: Phantom Master Resume University 2 Major Name: Civil Engineering School Description: Advanced Mathematics, Linear Algebra, Structural Mechanics, Mechanics of Materials, Steel Structure, Housing Architecture, etc. Time: 20xx7-20xx.1 School Name: Phantom Master Resume University 3 Major Name: Unity3D Software Development and VR Technology Principles School Description: C language, Unity3D software use and related game development, VR and AR technology composition principles.
Project experience. Time: 20xx9-20xx.11 Project Name: Phantom Master Resume Project 1 Project Role: Team Project Development Environment: Unity3D Engine; Responsibilities: UI drawing and game battle flow setting; Project Description: 1v1 card battle game, the team consists of 3 people, one player is controlled at a time, and there are two game modes: PvP (player vs. player) and PVE (player vs. AI); Project summary: Use WinForm window tools to create and log in to the game, implement the single 1v1 battle function through C language, basic attack logic and victory and defeat judgment of the character, communicate in real time, understand the importance of teamwork, and be affirmed by other members of the team and the project acceptor after the completion of the project; Time: 20xx12-20xx.1 Project Name: Phantom Master Resume Project 2 Project Role: Personal Project Development Environment: Unity3D Engine and C Language; Responsibilities: Script writing, animation and particle effect debugging, UI and scene construction, etc.; Project Description: 3D single-player third-person shooter game, mainly PVE mode, accumulate points by killing various monsters that appear at random points, different monsters have different points and scores, and win and complete the level when a certain score is reached; Project summary: The invokerepeating command is used to randomly generate hostile targets, the N**Meshagent submodule is used to realize the AI automatic pathfinding function, and the LineRenderer effect is used to realize the ray shooting function of the player character, etc., through which the difficulties of using C language scripting, the connection and independence between the parameter settings of the submodules in the Unity3D component are systematically understood.
Self-evaluation. He has participated in the internal testing of large-scale MMO games and provided feedback, and assisted in the management of the official forum of the game, and is good at using PPT to analyze and share design ideas, and has strong expression skills; Familiar with the union formation model and understand the characteristics of player socialization, and have a long time of communication and interaction with casual players, semi-core players, core players and hardcore player groups, and know what kind of game experience various types of users need and the bottom line they can bear; The game operation level is high, I like to study and analyze at work, humbly seek advice, attach importance to teamwork, and can communicate well with colleagues and bosses to promote problem solving, because I have more work experience and a good ability to work under pressure.
Gaming experience. With more than 10 years of experience in online games, he has deeply experienced most of the excellent works at home and abroad (World of Warcraft, Guild Wars 2, Sword Network 3, DDO, Lord of the Rings OL, RIFT, Final Fantasy 14) and is familiar with most of the game setting mechanisms;
One of the first players to come into contact with AD&D (Advanced Dungeons & Dragons) games, familiar with the process of transforming from desktop to computer games, proficient in the development history of European and American role-playing (RPG) games, and well versed in the world view and plot trend of most games (Baldur's Gate 1-2, Icewind Dale, Outlander Requiem, Gray Eagle, Neverwinter Nights 1-2, etc.); Since entering the famous online game "World of Warcraft" in 2005, he has moved to the Taiwan server and led the treasure island players to conquer several team mode copies, 7 years of RL (team command) experience, familiar with the union composition model and understand the characteristics of player socialization, participated in the server camp first kill competition (PFU mode, if necessary, can provide specific game character data, etc.), and casual players, semi-core players, core players and hardcore player groups have a long time of communication and interaction, He is very familiar with the domestic player ecosystem and understands the needs and pain points of different types of players; Since 2007, he has participated in the internal testing of DDO and Lord of the Rings OL games and put forward a lot of feedback, assisted in the management of the official forum of DDO games, and is good at using PPT to analyze and share design ideas, and has strong expression skills; Familiar with ancient Chinese history and the world's major myths and legends (Taoism, Buddhism, Islam, Ancient Egypt, Ancient Babylon, Ancient Persia, Ancient India, Northern Europe, Olympia, Celtic, Maya);
Game Reviews. PC terminal game: World of Warcraft (World of Warcraftworld) - 12 years of game experience, from 2005 to 2017, the first batch of public beta players in the national server, very familiar with its entire development history, but also understand the content of each version update in detail, proficient in various gameplay (PVE and PVP); Due to the popularity of mobile games and the fragmented game time of domestic players, the gameplay that lasts too long has long been unable to adapt to the habits of players, which is also a common problem of MMORPG terminal games; Blizzard has made too many changes to the entire game mechanics in each major version after CTM (Catacylsm - Fission of the Earth), and with the increasing number of game classes, the balance of PVE and PVP is getting worse and worse, and for novices and ordinary players, a large number of changes have also made the threshold of this game higher and higher; The current situation is that there is a large loss of old players, and it is difficult for new players to get started, so they dare not set foot in it, but due to the roots of WOW in China and the nostalgic plot of some players, the emaciated camel is bigger than the horse, and it is expected that there will be 1-2 large-scale versions of the change before the real life ends.
Guild Wars 2 - 5 years of game experience, from 2012 to 2017, the first player in the United States, learn more about the game mechanics and gameplay, and deeply experience the background and plot of the game world; After the opening of the national server, I returned and became familiar with the modified content of the national server version and the different preferences of domestic and foreign players for the game; Guild Wars 2 was first launched in 2012 when the IGN score reached a super high score of 9 points (out of 10 points), its powerful H**Ok engine contributed to the performance of the game, the unique player's personal epic story telling mode and livingworld dynamic world update were also talked about by players back then, the game's PVP mode is even more with a low threshold (arena mode even only tests the player's operation skills, enter the full level and can use all abilities and** and high ornamentality, and has received unanimous praise from players who like PvP mode; However, the simplification of the PVE world mode (only the jumping music is left after the map exploration is completed, and the difficulty of the jumping music is greatly increased in the middle of the year, but the reward after completion is dispensable) and the slow update of the dynamic world, high difficulty, and low returns, these settings greatly dampen the enthusiasm of players who like this type of gameplay; The PVE dungeon mode has no rules, and even most of the strategy process is completed by exploiting loopholes in the game mechanics, which makes the already barren PVE gameplay even worse; Domestic by the air network **,PvP mode still has some players,But because it is both an MMORPG and a terminal game,PvP cannot be compared with pure competitive viewing MOBA games,PVE is only left to sell props and buy ** can also get a small profit (however, the top equipment of Guild Wars 2 is also extremely limited to enhance the player's personal strength, which is very unfriendly to pure krypton players), it is currently in a period of decline, and the life cycle is nearing the end.
Final Fantasy Online (FF14) - 2 years of game experience, from 2014 to 2015, players in the open beta of the national server, familiar with the FF series of games (except for 11 and 14 are stand-alone versions), completed most of the game content during the open beta (more than 90%); FF14 is an evolution of FF11, and due to the overwhelming reviews and dismal sales of FF11 after it was released outside of Japan, Square Enix recreated it to create the current FF14; In 2014, the IGN score was 86. The game focuses on the PVE mode, and the world map also has dynamic tasks that are repeatedly refreshed, although the rewards are average, the difficulty is not high, and the duration is short, which is the content that assists in improving the player's game proficiency and adaptability; There are more CG animations in the main story and dungeons, which is conducive to players understanding the game background and deepening the sense of game substitution, but in the PVE mode, FF14 requires players to cooperate too often (and even in the mid-term difficulty, "one person makes a mistake and the team pays"), which makes it difficult for casual players to use the step-by-step mode to improve the operation level and experience further game content, which also reduces the possibility of them turning into semi-core players. The cliché of long public CDs and too many errands (players jokingly call them "Errand Runners of Light") have become one of the reasons why the game has been tepid in China; Although FF14's PVP mode has not been the main selling point of the game, its mixed reputation PVE system has still been favored by many Japanese RPG gamers.
Mobile: Girls' Frontline (girls'frontline)-10 months of game experience,2017 June to the present,The game is a variant of the click game (added to the "hardcore" drag and drop system),Because its vertical painting level is relatively high,The game UI is also remarkable,Later added a new "live2D" animation system and part of the activity of the humanoid (gun lady)** can be purchased directly through payment, so it has a certain popularity in many similar mobile games in China; Its Korean market is better than the domestic market.
Fate Grand Order - 6 months of game experience, November 2017 to the present, FGO was listed in the mainland in September 2016, with a strong IP (Fate series more than 10 years of two-dimensional market paving) to occupy a large market share, its exquisite vertical painting, easy-to-use combat mode and just the right level strategy time in the player to establish a good reputation in the game; As a card combat type mobile game,UI production can only be regarded as general in similar products,Although the animation effect is gorgeous, the texture resolution is not very high,Krypton gold card drawing mode is very expensive and there is no guarantee (from the official data, the average is about 4000 yuan or more to draw a 5-star card),And the cost of character development is also very high,The battle does not increase the character experience value,You must use the experience props obtained after the battle to upgrade, After reaching the upper limit of the level, the breakthrough requires other props to achieve the goal, and the drop rate of the breakthrough materials in the middle and high levels is even lower, coupled with the setting of the daily physical strength slot, which is criticized by many players as "liver to rational evaporation" or "mental pollution"; Although the high-star cards obtained by players can get new card surface paintings after completing the level cap breakthrough in the later stage, none of them are live2D movable mode, which has to be said to be a big pity; At present, FGO is at the top of the domestic mobile game rankings, and similar competitors cannot compete with it due to IP disadvantages, but due to the average domestic living consumption level, its gold absorption is not as good as that of Japan.
These are my simple reviews of a few games with a large market share, and if I have the opportunity to meet with them, I can also analyze the characteristics of other popular games in detail, and at the same time explain my thoughts and opinions.