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Scott Gilman | My personal portfolio

Through my years I have found three different types of work that I am particularly proud of. My work with Mobile Development. My work working with other members on my teams. Over the years, and my work which I have done on my own, just exploring and honing my skills through various Prototypes. Team Size – 1. Engine – Unity3. Date – September, 2011 – December 2011. Role – Level Designer, Systems Designer, Co-Programmer. Team Size – 4 - 10. Engine – Unity4. Platform – PC. Team Size – 1.

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Scott Gilman | My personal portfolio | scottgilmandesign.com Reviews
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Through my years I have found three different types of work that I am particularly proud of. My work with Mobile Development. My work working with other members on my teams. Over the years, and my work which I have done on my own, just exploring and honing my skills through various Prototypes. Team Size – 1. Engine – Unity3. Date – September, 2011 – December 2011. Role – Level Designer, Systems Designer, Co-Programmer. Team Size – 4 - 10. Engine – Unity4. Platform – PC. Team Size – 1.
<META>
KEYWORDS
1 scott gilman
2 portfolio
3 mobilegames
4 the protector
5 systems the protector
6 small team development
7 magnosphere
8 prototypes
9 bounty
10 rocket game
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scott gilman,portfolio,mobilegames,the protector,systems the protector,small team development,magnosphere,prototypes,bounty,rocket game,puzzle game,about me,resume,project the protector,role everything,platform android,project magnosphere,project bounty
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Scott Gilman | My personal portfolio | scottgilmandesign.com Reviews

https://scottgilmandesign.com

Through my years I have found three different types of work that I am particularly proud of. My work with Mobile Development. My work working with other members on my teams. Over the years, and my work which I have done on my own, just exploring and honing my skills through various Prototypes. Team Size – 1. Engine – Unity3. Date – September, 2011 – December 2011. Role – Level Designer, Systems Designer, Co-Programmer. Team Size – 4 - 10. Engine – Unity4. Platform – PC. Team Size – 1.

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1

Bounty | Scott Gilman

http://www.scottgilmandesign.com/portfolio/prototypes/critter-maze

Bounty is a game where you play as a computer AI leading a wanted “killer robot” to be decommissioned. If you do so successfully you will receive a reward, how ever if you let others take the robot away from you (so they can get the reward) you won’t. So in a way you have to protect the robot from other angry bounty hunter robots by sneaking this robot through each level. This project was also a direct follow up to my. With my exploration of navigational methods. Demonstration of how AI works. 1c –...

2

MobileGames | Scott Gilman

http://www.scottgilmandesign.com/portfolio/mobilegames

I have grown particularly fond of mobile games, and have created multiple game concepts that I have been able to prototype to get onto my android. Team Size – 1. Engine – Unity3. Date – September, 2011 – December 2011.

3

Magnosphere | Scott Gilman

http://www.scottgilmandesign.com/portfolio/small-team-development/magnosphere

Team Size – 10 Engine – Unity4 Platform – PC. Date – September, 2012 – April 2013. Magnosphere is an artistic adventure marble game, where you play as a magnetized marble exploring a marble factory. As you play through each world of the game, you will explore the life of a marble tied in with a theme of a different world of Buddhist philosophy in reincarnation and a different level of Maslow’s Hierarchy of Needs. I had several roles on my team, from Systems Designer to Creative Director. Besides programm...

4

Puzzle Game | Scott Gilman

http://www.scottgilmandesign.com/portfolio/prototypes/puzzle-game

This game is a “tile sliding” puzzle game, where you slide blocks around that are in the way so that you can get the green block to the green exit point. There are different classes of blocks, and each has one of two states, movable and unmovable. To create a tile sliding game experimenting with other mechanics which could change style of play normally offered in simple tile games. Multiple Classes of blocks that are either Moveable or Not Moveable. The first of which is depth. Depth would create puz...

5

Resume | Scott Gilman

http://www.scottgilmandesign.com/resume

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Scott Gilllis Resume and Portfolio. YWCA Social Media Plan. People Serving People Press Releases. People Serving People Press Releases 2. This is my resume website. I am a highly effective writer; able to communicate ideas clearly and concisely. I have advanced understanding of grammar and language usage and I have a background in Communications with knowledge in aspects of Advertising, Public Relations, Journalism and Marketing principals. Also, look for me on LinkedIn and Twitter (Scott26Gillis).

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Scott Gilman | My personal portfolio

Through my years I have found three different types of work that I am particularly proud of. My work with Mobile Development. My work working with other members on my teams. Over the years, and my work which I have done on my own, just exploring and honing my skills through various Prototypes. Team Size – 1. Engine – Unity3. Date – September, 2011 – December 2011. Role – Level Designer, Systems Designer, Co-Programmer. Team Size – 4 - 10. Engine – Unity4. Platform – PC. Team Size – 1.

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