Banniére

Banniére

CV


Giacoletto Dimitri  
- Espoo/Finlande
General informations :

Email : giacoletto.dimitri@gmail.com
Experience & Titles:  
Senior Level Designer

November 2023 - Present Day
NDA
Juin 2021 - November 2023
  • Owner of several missions of the Dark Place (Initiation 02/03/06/09), and helped on the others of the Dark Place.
  • Worked with Game design to ensure the use of our specific enemy archetypes (fade-outs) was optimal for the stress and tension of the level.
  • Worked with the Writing team to adapt their vision in my missions, also supported them with ideas.
  • Worked with Tech Design to make sure my LUA scripts were efficient and clean.
  • Worked with Tech for the Dark Presence encounters, also did tests to have a more "systemic" version of the dark presence that would be a Stalker enemy like Mister X (cut from final game).
  • Worked with tech/game design / narrative to use our different puzzles tools (seamless teleport / lightshifters / Plot Board) in ways that were good for the overhaul progression, adapted them after playtests results to make them more understandable for the player.


April 2019 – September 2020
XDefiant 

-In charge of the first versions of the arena, blockout, playtests, feedbacks from the Lead Team.


The Division 2 – Post release Content

April 2019 - September 2020 (1 year and 6 months)
              In charge of a complete encounter of the raid 2 (Operation Iron Horse), designed and scripted the fight, balanced the enemy waves and scripted a unique mechanic for this fight (the mortar enemies, also prototyped a mini-boss encounter and scrpted it with the help of the tech design team (cut).
               Done the visual scripting part for the prototype of the first boss.
               Worked on several parts of a main mission in the “Warlords of New York” expansion (The Tombs) (Layout, scripting, debug, playtest...).
               Worked with level artists to ensure a cohesiveness between the artistic direction and the design expectations.
               Worked with the Level Techs team to make sure that the script is valid, and to create highly scripted encounters.
               Worked with the Narrative team for the narration in both the mission and the raid 2.
               Worked with the realization / animation teams for the cinematics on the raid2.



July 2016 March 2019 (2 years and 8 months)
               In charge of the « Unreal Engine 4 World Composition » tool for the entire game.
               Designed, prototyped the whole gameplay part of the FPP of the game; and implemented the animations for the cinematics.
               Builder of Scenes in the game (Pre-production/White-boxing/Production/Visual scripting/implementation of animations and dialogs/ proposing environmental storytelling inside them).
               Worked closely with the narrative team and the game writters of the game to ensure cohesiveness in my scenes and the scenes of the other designers.
               Used blueprints to script levels.
               Technical Referent on some key features of the game. (Designed, worked closely with programmers to make it, implement it in the game. Responsible of their ergonomics so it can be user-friendly for the other level designers).



July 2014 June 2016 (2 Years)
               Worked on the Macro design of the game world.
               Designed and prototyped key features of the game, including Traps used by the vampire hunters.
               Designed and builded the Macro level design of the « Whitechapel » district.
               Created and polished the areas explored during E3 2016 gameplay demo and design of the fight area at the end of the demo. (Level design, pacing, worked with animators and artists to create the best experience during the demo).
               Worked closely with the Writter and narration Team for the lore of the game and ensure a good cohesiveness with design.
               Dressed my prototype maps with props I created in 3dsmax.
               Studied and used the « World composition » component of Unreal 4 to create the semi-open world of Vampyr.

Software  
               Snowdrop Engine
               Unreal Engine 3  
               Unreal Engine 4  
               3ds Max
               Photoshop
               Perforce P4V
               Sketchup
               Jira

Language :
               French (Mother Tongue)
               English (Work Proficiency)



Recommandations

 Friday 24th July 2020

To Whom it may concern,

Dimitri Giacoletto joined Ubisoft Annecy as a Level Designer for a short-term contract in April 2019. His mission was to handle the layout and scripting of The Division 2 expansion content as well as Raid2. He also recently worked on a new unannounced game as a Level Designer. He worked in collaboration with other departments such as Level Artists, Narrative Designer, Animators and other Level Designers on these projects.
I am Lead Level Designer on the project and Dimitri worked in my team during one year and a half. Dimitri delivered quality work on the parts of game he had ownership on, in both layout and visual-scripting. He showed good skills in communication with other departments on The Division 2 and was particularly paying attention to imply everyone that could be impacted by his work. Dimitri is also a creative profile who doesn’t hesitate to share his opinion and brings interesting ideas on the project he works on. I appreciated a lot the positive and constructive mindset of Dimitri in LD team, he is a team member who accepts and reacts on feedbacks to reach his objectives.
Unfortunately, we don’t have the possibility to propose a long-term contract to Dimitri in Ubisoft Annecy. Though, I think Dimitri will be a good addition in a LD team thanks to the skills mentioned above, and thanks to the experience he gained in Ubisoft Annecy.
Sincerely,

Julien Jourdain



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