Marcus Montgomery

Marcus Montgomery

senior game designer

A LITTLE ABOUT ME

Hello. I ama game designer.a salsa dancera founder.a hard worker.a mentora leader.a collaborator.

I am a Senior Game Designer who believes rapid prototyping, clear process, and respected people make the best games.  I love exploring new ideas and empowering others to make their visions come to life.

LATEST TWEETS

SKILLS

GAME MECHANICS

I love to create game mechanics from player abilities to enemy behavior and skills.  This is the meat of the game and I love to find some hook to entice players.

LEADERSHIP

Leadership doesn’t always mean you have be in charge, but it does mean taking charge of the areas you can control.  I setup a design processes to encourage creativity and initiative from all team members.

SYSTEM BALANCE

Once the game has all its moving parts, I love to start tuning the game.  This is where the rubber meets the road of game design.

CREATIVE DIRECTION

Guiding a project and the people working on is extremely rewarding.  I like working with a team to define and refine concepts.

FUN FACTS


11 GAME CONSOLES OWNED


450 VIDEO GAMES OWNED


9 SHIPPED TITLES


232 AVG SONGS PLAYED PER PROJECT

WHY SLEEPY GENIUS?

Have you ever been about to fall asleep with your mind spinning from the challenges of the day, and as you start to drift off all of a sudden you sit up in bed and exclaim, “I’ve got it!”  You’ve just had a moment of Sleepy Genius.  When you are clearing the cobwebs in your mind from a long night’s rest and a perfect moment of clarity, hits you solving a long standing problem… Sleepy Genius.  We’ve all experienced it, and sometimes it contains our best ideas.

MY WORKS

TOME: Immortal Arena

TOME: Immortal Arena

(CLICK IMAGE FOR MORE INFO)

DANCE CENTRAL 3

DANCE CENTRAL 3

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Ugly Americans: Apocalypsegeddon

Ugly Americans: Apocalypsegeddon

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Turn-Based War Game Development Work

Turn-Based War Game Development Work

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Platformer Development Work

Platformer Development Work

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Astro Boy Development Work

Astro Boy Development Work

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1942: Joint Strike

1942: Joint Strike

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Wolf of the Battlefield: Commando 3

Wolf of the Battlefield: Commando 3

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Gauntlet DS – Unreleased

Gauntlet DS – Unreleased

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Rise To Honor

Rise To Honor

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ARMY MEN: AIR ATTACK 1 + 2

ARMY MEN: AIR ATTACK 1 + 2

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UPRISING X

UPRISING X

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LET’S GET IN TOUCH

Marcus Montgomery

Marcus Montgomery

marcusmontgomery@yahoo.com

650.704.0561

Oakland, CA 94607 USA

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SUMMARY

I am a Senior Game Designer, with a diverse skill set and 10+ years of experience, who believes great games are created through prototyping, process, and people.

  • I embrace rapid prototyping to reveal unknowns and push development forward.
  • I establish design processes to encourage creativity and quality while meeting deadlines.
  • I empower teammates through clear feedback/documentation, playtest organization, and mentorship.

WORK HISTORY

2015

Lead Game Designer

GLU MOBILE

Unannounced 3rd Person Shooter (iOS, Android)

  • Created 3 distinct enemy factions designed for creative user-generated base defense combination.
  • Prototyped combat experience to prove out weapon combat and demonstrate flexibility of base defense design.
  • Designed replayable mission structure providing players with mission objective diversity and opposition variation.
2012

Lead Game Designer

KIXEYE

TOME:Immortal Arena (Web Browser, Steam)

  • Designed and organized the tutorial sequence resulting in a 15% increase in D7 retention.
  • Planned the Quests system resulting in 27% increase in D7 retention.
  • Initiated matchmaking algorithm change reducing Glicko-2 score disparity between competing teams.
  • Restructured design team and processes to meet live-op design milestones.
2006

SENIOR DESIGNER

BACKBONE ENTERTAINMENT

Dance Central 3 (Xbox 360, Kinect); Wolf of the Battlefield: Commando 3 (XBLA, PSN); 1942: Joint Strike (XBLA, PSN); Ugly Americans: Apocalypsegeddon (XBLA, PSN); Gauntlet (DS; Unreleased)

  • Headed design of Wolf of the Battlefield: Commando 3, 1942:Joint Strike, and Ugly Americans: Apocalypsegeddon.
  • Designed/tuned enemy behaviors and player abilities for Commando 3, 1942, Ugly Americans and Gauntlet DS.
  • Created supporting designs, mockups, and copy for client proposal requests to land new studio work.
  • Mentored design staff through work critique, creativity exercises, game deconstruction, and task planning.
2001

SENIOR DESIGNER

SONY COMPUTER ENTERTAINMENT

Rise To Honor (Playstation 2) Unreleased 3rd Person Action Game (PSP)

  • Cultivated and tuned enemy behaviors and melee combat mechanics for an unreleased PSP title.
  • Revamped fight coordination system and improved functionality from Rise To Honor.
  • Implemented and scripted two levels, while developing all fight scenarios in Rise to Honor.
  • Directed animation and engineering implementation of melee related player abilities.
1998

LEVEL LAYOUT DIRECTOR

THE 3DO COMPANY

Army Men: Air Attack 2 (Playstation); Army Men: Air Attack (Playstation); Uprising X (Playstation)

  • Designed and scripted two single player levels for Army Men: Air Attack 2, Army Men: Air Attack, and Uprising X.
  • Mobilized the design team on Army Men: Air Attack 2 by tracking productivity and quality.

EDUCATION HISTORY

1995

Computer Science

CORNELL COLLEGE

I got my Bachelor of Arts Degree at Cornell College in Mt. Vernon, Ia.  I majored in Computer Science.  My education enabled me to learn scripting languages really quickly.

GAME DESIGN SKILLS

Combat Design

Enemy Design

Feature Design

Player Mechanics

Level Design

GAME DESIGN TOOLS

Maya

Unity

Photoshop

Unreal

Excel

TESTIMONIALS

GLEN MCKNIGHT

GLEN MCKNIGHT DESIGNER EXTRAORDINAIRE / OTHER OCEAN GROUP

Marcus is one of those designers you want to be, quick, sharp, clever, & funny. Those qualities translated directly into his work which always challenged design conventions & were informed by his wealth of experience. Marcus is a master of taking an army of so-so AI with basic behaviors, and tweaking and tuning them into being fun, interesting and diverse set of opponents. And when it came time to direct ideas on new player behaviors and mechanics, Marcus had a incredible knack for knocking out visual prototypes of new mechanics.

Beyond his solid core of design sensibilities, he is also great at leading and mentoring Jr. Designers to rise above their new skill sets and become great designers. Always positive & willing to motivate others to be more than they are also extended to the entire team, who could look to Marcus for guidance when things got rocky. Marcus is a designer I would look forward to having on my team at any opportunity.

DOWNLOAD MY CV

You can download my CV in pdf format if you like. I am currently looking work. I love working with teams to make ideas come to life.  With the correct prototyping, process and people anything can be done.

DOWNLOAD CV

 

VIEW MY LINKEDIN PROFILE

You can view my LinkedIn profile. I am currently looking work. I love working with teams to make ideas come to life.  With the correct prototyping, process and people anything can be done.

MY LINKEDIN PROFILE

 

ACCOMPLISHMENTS

  • Founder of the wearegamedevs.com, a website dedicated to featuring diverse game developers.
  • Advisory board member and volunteer for non-profit Gameheads.
  • Prototyped 1942:Joint Strike mechanics in 16 hours~.
  • Participates in Game Jams and organized the Backbone’s first internal game jam, called Spinal Hack.
  • Featured twice in Gamasutra member blog articles (Article 1 / Article 2).

 

INTERESTS

  • Hip Hop over Rap
    • Love 90’s era hip hop, but have an appreciation for some artist today with their spirit.  I believe Rap – Lies = Hip Hop.
  • Sonic over Mario
    • Sonic was an icon I grew up on.  While his game have suffered in recent years, he embodies the twitch action and spirit I love in a character.  I think Bayonetta is like this.
  • Wrestling over Football 
    • I participated in both over sports while growing up.  I love wrestling more.  Qualified for State competition twice and continued wrestling in college.
  • Salsa over R+B
    • If I go to a club, I’d rather is be salsa.  The act of partner dancing reminds me so much of wrestling, but without the competition.  There is still body manipulation, but it is with the permission of your partner.