Alison Gains
Resume
Professional info
I am passionate about playing and making videogames. After learning about game development at college I gained experience by breaking into the industry as a QC Development Tester. My passion then led me become a Level Designer at Ubisoft Toronto and after 5 years I moved onward to Sledgehammer Games. I am excited to be part of an industry that is always moving forward and I plan on continuing to expand my talents and grow with it.
Skills
Level/Environment Design
Gameplay Scripting
Active Communication
Design Documentation
Problem Solving
Experience
Sledgehammer Games - Level Designer
Call of Duty:MWIII launch, Seasons 3 & 5 Reloaded
Currently working on an unrevealed project
December 2021 - Present
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Designed and implemented brand new Warlord Fortress Encounter codename “Rainmaker”
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Designed framework of Merc Stronghold and Camps, implemented a dozen instances on Warzone map
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Designed and balanced zombie waves system in MWZ Story Mission.
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Scripted AI path following and enemy spawns.
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Implemented platforming challenges with new jump pad mechanic.
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Worked on Easter Egg quest concepts and implementation for each season.
Ubisoft Toronto - Level Designer
FarCry 6
September 2018 - November 2021
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Developed the open world experience for specific regions in the world, including the game start region
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Collaborated with the Level Art team to create an immersive world that encouraged exploration
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Prototyped, designed and implemented activities in the Open World
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Designed and scripted a mission with heavy iteration and director feedback
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Worked with Narrative to ensure low level content matched high level story-telling and themes
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Worked on strike teams for quick delivery of tasks under tight deadlines, such as a polish pass or implementation of new direction
Ubisoft Toronto - Development Tester
FarCry 5 & Starlink; Battle for Atlas
September 2016 - September 2018
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Developed, completed and distributed test plans and bug reports
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Created and maintained documentation of mission and general open world information for local and world wide partners
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Ensured Mission and Open World locations were following project metrics
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Investigated story and side mission, helping designers with debugging
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Tested for issue with both online and couch co op modes
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Tools
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Unity
Unreal Engine 5
Dunia
3DS Max
Photoshop
Illustrator
Confluence
Jira
Miro
Side projects
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Subway Terror - 2015
Oculus Rift Horror Demo
• Level and Gameplay Design, Asset creation, Tutorial design, audio implementation
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The Bakersville Band: March for the Missing Melody - 2015
3D Puzzle Platformer
• Design documentation, character modelling and rigging, texture design, UI programming with C#
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Amazing Spy Guy - 2014
Stealth 2D side-scroller
• Team management and scheduling, Level Design, Asset creation, UI Design
Education
Niagara College - Game Design and Development
September 2012 - April 2015
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Studied the art of game development through theoretical and practical experience.
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Developed artistic skills in 2d and 3d design, environment design, character design and animation.
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Learnt basic programming with languages such as C++, C#, Java and JS.
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Graduated with an Advanced Diploma in Game Development (on Dean’s Honour Roll)
Fanshawe College - Radio Broadcasting
September 2009 - April 2011
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Studied the industry of Radio Broadcasting with practical hands on experience.
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Focused on the Audio Production and Creative Writing.
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Graduated with a Diploma in Radio Broadcasting.