Christopher Onorati Game Designer onorati.apps@gmail.com https://chrisonorati.com Selected Work Experience DigiPen Institute of Technology, Jan. 2019 – Present Lab Manager/Software Developer Lab Manager (Jan. 2019 – Present) o Managed space allocation in 2-3 computer labs seating approx. 750-900 students each semester. o Provided IT support for software and hardware installations on lab-issued machines. o Worked with students to ensure proper working conditions for 50+ student game teams each semester. o Programmed Discord bot to aid in security and quality of life for users in school ran servers (C#). Publications Manager (Apr. 2019 – Present) o Established pipelines for student teams to release games on Steam and Ich.io platforms. o Managed the review, setup, release, and updating of over 80 games and their store pages. o Coordinated with students and staff at multiple campuses to promote student game launches. o Validated all student games to ensure compliance in license and asset usage (50-60 per semester). Game Department Assistant Lecturer (Jan. 2019 – Present) o Lectured on fundamental game development techniques such as game editors (class size: 80 – 120). o Ran labs teaching the fundamentals of Unity, DragonPack Toolkit, and C# (class size: 15 – 25). o Created guides for students to follow in implementing Spine, FMOD, and Wwise in Unity. Pre-College Instructor (Summer 2019 - 2022) o Taught introduction to system design courses for high school students (class size 20-25). o Taught introduction to programming courses for high school students (class size: 20-25). o Acted as lead instructor for a high school course on game project development (class size: 50-60). Basic Level Builder (July 2019 – Aug. 2019) Team Size: 2 o Implemented tools for a tilemap level editor such as copy, cut, paste, paint, box select, etc. (C#) o Implemented basic level design tools such as levers, switches, locked doors, teleporters etc. (C#) DragonPack Toolkit (Jan. 2019 – Aug. 2019) Team Size: 4 o Designed and implemented modular event-driven system within Unity (C#). o Wrote a library of 80+ modular components for beginning programmers to use within Unity (C#). o Integrated XInput to enhance gamepad control within Unity (C#). o Implemented and designed custom inspectors for ease of use by design students (C#). o Created games for students to use for learning audio implementation in Unity and FMOD (C#) The Rat Zone LLC, Nov. 2022 – Present Game Developer/Co-Founder Sender (PC, Shipping on Steam and Itch.io Summer 2023) Team Size: 3 o Crafted core narrative elements for a short single-player horror game. o Implemented majority of gameplay effects, and UI (C#). o Created editor tools to simplify environment pipeline (C#). o Designed and implemented content needed for full gameplay loop (levels, mechanics, and events). o Implemented platform-specific APIs, such as Steamworks (C#). Tripmine Studios (Valve Affiliated), May 2016 – Present Level Designer/Gameplay Programmer Operation Black Mesa (PC/Mac/Linux, Unreleased) Team Size: 23 o Acted as a co-producer for project development to maintain team coordination. o Created community Discord server for developers to interact with fans in a controlled environment. o Designed first-person shooter levels and environments using the Hammer World Editor. o Worked with art and audio teams to create assets needed for the entire game and individual levels. o Ran playtests testing various mechanics, systems, levels, and weapons with written reports to full team. o Implemented AI for animals, aliens, robots, and vehicles of varying abilities and intelligence (C++). o Implemented weapons and minor game entities using the Source Engine (C++). Guard Duty (PC/Mac/Linux, Unreleased) Team Size: 23 o Implemented AI for animals, aliens, robots, and vehicles of varying abilities and intelligence (C++). o Implemented weapons and minor game entities using the Source Engine (C++). Selected Skills Game Design o Level Design o Puzzle Design o World Building o Gameplay Programming o Systems Integration o Playtest Analysis o UI/UX Design Technical/Programming o C/C++ o C# o Unity Engine o Source Engine o Source Control (Git, SVN) o GameMaker (familiar) o Unreal 4 (familiar) Production/Misc. o Conflict Resolution o Milestone Scheduling o Leading Presentations o Certification Testing o Event Planning o Interdisciplinary Communication Honors and Awards DigiPen Institute of Technology (Staff) ? Staff of the Year (DigiPen Student Body, Spring 2020, Spring 2021, Nominated Spring 2022) DigiPen Institute of Technology (Student) ? Commencement Speaker (DigiPen Staff and Faculty, Spring 2019) ? Student of the Year 2018 (DigiPen Student Affairs, 2018) ? MJ Quigley for Excellence in Game Contributions (DigiPen GDSP Faculty, 2017) ? Dean’s List for Academic Excellence (DigiPen Administration, Spring 2015, Spring 2016, Fall 2016, Fall 2017) Prism Studios ? Best Fan Creation for Portal Stories: Mel (The Game Awards, 2015) ? Editor’s Choice Mod of the Year for Portal Stories: Mel (ModDb, 2015) ? Player’s Choice Mod of the Year 10th place for Portal Stories: Mel (ModDb, 2015) Redacted (Student Team) ? DigiPen PAX Arcade Showcase for Utomah (DigiPen PAX Committee, 2017) ? Entered for the 2018 Independent Game Festival Awards for Utomah (DigiPen GDSP Faculty, 2017) ? Best Technology, Graphics, Physics, and Sound Design for Utomah (DigiPen Peer Commendations, 2017) ? Game of the Year Runner up for Utomah (DigiPen Peer Commendation, 2017) ? Best Sophomore Game for Utomah (DigiPen Peer Commendation, 2017) Drudgery Entertainment (Student Team) ? DigiPen PAX Arcade Showcase for Fuzor (DigiPen PAX Committee, 2015) Selected Student Projects REDACTED, Nov. 2016 – Apr. 2018 Level Designer Outlier (PC, Shipped April 2018) Team Size: 19 o Designed circuit-based puzzles and environments (Unreal Engine 4 & Custom Editor). o Ran playtests in order to find problems in design as well as bugs in the product. o Communicated with art and audio teams regarding the completion of assets needed for game segments. Utomah (PC, Shipped April 2017, Shipped on Steam and Itch.io October 2022) Team Size: 11 o Designed linear platforming levels and environments (Custom Editor). o Ran playtests in order to find problems in design as well as bugs in the product. o Programmed gameplay elements and mechanics (C++ and C#). Drudgery Entertainment, Dec. 2014 – Nov. 2016 Game Designer/Producer Fuzor (PC, Shipped April 2015) Team Size: 4 o Designed linear levels and combat arenas supporting up to four players (Zero Engine). o Ran playtests in order to find, document, and report bugs to appropriate team members. o Implemented player weapons, class abilities, and enemy AI (ZilchScript). Education DigiPen Institute of Technology Graduated: December 2018 Bachelor of Arts in Game Design