Filip Coulianos

CONTACT



Name: Filip Coulianos
Adress: Uppsala / Sweden
Telephone: +46 (0)708-192647
MSN: f_misterbister [a] hotmail.com
E-mail: coulianos [a] gmail.com

Download Resumé

Go to my Linkedin Profile

References



Name: Claes Engdal
Company: HazeLight Studios AB
Email: claes_engdal [a] claeng.com

Name: Pontus Karlsson
Company: HazeLight Studios AB
Email: pomperi [a] gmail.com

Professional experience



- Lead Level Designer (Hazelight Studio AB November 2014 - Present)
Hazelight studios is a new studio founded by Josef Fares, film maker and game director of Brothers - A tale of two sons.

Worked on:

Unnamed Title
- Working Lead Level Designer.




- Level Designer (DICE June 2013 - November 2014)
DICE is a computer game developer situated in Sweden and is the creator of the Battlefield franchise now owned by Electronic Arts.

Worked on:

The new Mirrors Edge
- Worked as a Level Designer.
* Making levels, scripting scenarios and doing mission design.




- Level Designer (Starbreeze August 2010 - May 2013)
Starbreeze is a computer game developer situated in Sweden. Starbreeze has a good relationship with all major publishers around the world and a solid lineup of released games such as Chronicles of Riddick,The darkness and Brothers : A Tale of Two Sons.

Worked on:

Syndicate - Credited as Additional Level Designer
* Designed and built the level "Escape from Los Angeles" featured in the final product.



Brothers - Credited as Lead Level Designer
* Designed and built the layouts for most of the levels in the game.
* Did most of the Kismet scripting, related both to gameplay, cutscenes and more technical things such as level streaming and checkpoint logic.
* Followed the product in all stages from the very first idea to putting the finishing touches.




- Environment artist (University in Skovde September 2006)
At the university of Skovde did I worked a smoke diver simulator; a serious games project. The project was executed using the Source engine (Half-life 2).

* Worked with lighting and general level beutification
* Worked with tight deadlines and reported once a week to project leads




- Artistic consultant (University of Gothenburg 2006-2007)
As an artistic consultant I worked with professor Gunnar Bergstrom to publish his material in a digital format. My primary tasks was layout and image manipulation.


Non-profit experience



- Game Design Writer (Various websites 2009 August - Present)
Published a couple of articles about Game Design and Level Design with a focus on pacing in most of them. Five of them being published on GameCareerGuide and Gamasutra

>> Pacing And Gameplay Analysis In Theory And Practice (Gamasutra Feature)
>> Controlling Pacing Of Core Gameplay Mechanics in Multiplayer Games (GCG.com)
>> Gameplay Analysis: Batman Arkham Asylum (GameCarrerGuide.com)
>> Decadence mod Post Morten (GameCarrerGuide.com)
>> A Method For Pacing Analysis (GameCarrerGuide.com)






- Level Designer (Project 25 2009 February - May)
Project 25 is a singleplayer mod I developed for Half-Life 2 with about 30 minutes of gameplay. The project proved very successful with over 2000 downloads and was featured in the Belgian magazine PCgameplay.

* Did project planning
* Designed all levels by myself
* Wrote story, voice lines & collaborated with voice actors
* Scripted everything in the levels
* Organised play testing sessions and evaluated feedback

>> Click here to read more about project 25 and watch the developer video
>> Read the article in PCgameplay





- Leveldesigner / Artist (Decadence 2007- 2009)
A Source Engine based total conversion mod featuring two vs. two multiplayer first person combat set in a postapocalyptic future.

* Collaborated on finding a good level gameplay for Decadence levels
* Created many of the mod's environment models and textures
* Worked with project planning
* Worked with game design documentation
* Followed a product in all stages from the very first idea to putting the finishing touches and release of a game

>> Click here to visit the Decadence website
>> Click here to watch a short introduction to Decadence






- Editor-In-Chief (www.leveldesign.nu 2005-2008)
Leveldesign.nu was a swedish site for amateur level designers.

* Primarily worked with writing articles and tutorials about making levels for the Source engine
* Worked with communications within the staff



Education



- Game Design (Futuregames Academy 2009-2010)

* Earned degree certificate.


- 3D graphics (University of Skovde 2006 - 2009)

* Bachelour of arts degree in media.

>> Read final year project report (swedish).
>> Read abridged version (english).



Skills



* Experienced with level design for both multiplayer and single player action and adventure games.
* Able to create mockups as well as simpler art meshes for use in levels
* Experienced with using version control systems (SVN & Perforce).
* Able to recieve and give constructive criticism.
* Experienced with programming (C#) as well as visual scripting such as Kismet.

Tools


Below are the programs I use on a day-to-day basis and are very experienced with:

- Unity
- UnrealED
- Hammer World Editor
- Photoshop
- InDesign
- Maya


Languages



- Swedish
- English


Copyright Filip Coulianos © 2010 All Rights Reserved.
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