Resume & Bio

Bio

Correct1I am Robert Graff; a Game/Level Designer, currently living in Stockholm, Sweden.

I got into games at the age of 6 with the miniature wargame Warhammer and also some of the earlier popular RTS games like Starcraft, Age of Empires and Warcraft.

Eventually I realized you could make games as a job and I knew that’s what I wanted to do. I have always loved creating things and seeing people enjoy my creations.

I like almost all game genres and games, but my favorite has to be Dota 2. I like cooking in nice kitchens, history, pasta and carbonated sugary drinks. I am also a huge movie fan and there is nothing better than the Warhammer 40k universe.


Resume

Resume

PDFLogo

Linkedin

Linkedin


Work

EA DICE – Associate Quality Designer                                      December 2019 – Present

  • Working on:
    • Planning, tracking, reporting and leading testing on Battlefield levels.
    • Collaborating with level creators to improve level quality and level creation processes.
    • Designing and implementing production and testing frameworks for levels on Battlefield titles.
    • Designing processes and frameworks for providing quality feedback on levels for Battlefield titles.
    • Doing qualitative analyses on levels and provide feedback on how to improve the quality of design and art.
    • Script web-based map overviews to help with level production.
    • Assist development with various tasks.

EA DICE – QA Analyst                                                                  April 2017 – December 2019

  • As a QA Analyst I act as a catalyst between the developers and game testers. I work very closely with development to test and verify quality of features and levels while also guiding off-site testers. Lastly, we send analytics and reports on project status to management level.
  • My main areas of responsibility are:
    • Verifying that all levels have functioning art/lighting/performance/destruction.
    • Test and verify that the gameplay works together with the art on levels.
    • Test and give feedback on the design of the levels.
    • Track the quality of levels.
    • Reporting and regressing bugs with JIRA.
    • Review and/or write documentation for new or existing features.
    • Give qualitative feedback and collaborate with the developers to improve design and art of levels.
    • Gather and compile data into reports.
    • Occasionally assisting development with tasks.

Freshly Squeezed – Game & Level Designer/Producer       January 2015 – October 2016

  • I was a co-founder and a driving force behind the games made by the company. During my time in the company I worked on one shipped game (“Defunct”), which also won Swedish Game Awards – Game of the Year 2014 and 3 other games that were put on hold. I was one of two designers in the company so I was involved in every design of all games.
  • The work I did for the company was:
    • Initial layout, planning, blockout and design of 8 levels in Defunct
    • Did major design and re-balance work on 9 levels in Defunct
    • Scripted level mechanics using C# on 2 levels in Defunct
    • Designed game mechanics and systems for Defunct and 3 other titles
      • Designed and balanced all speed systems for Defunct (pick-up boosts, triggered boost, gravity engine) in collaboration with another designer.
      • Was involved in designing all additional features and mechanics for Defunct including checkpoints, collectibles, magnetize mechanic, player abilities and level mechanics.
      • Designed all achievements for Defunct.
      • Combat design and enemy design for a 3rd person adventure game.
      • Talent and progression system for a coop brawler-racing game.
      • Combat/Player abilities for a coop brawler-racing game.
      • Designed multiple mini-games for a party game.
      • Designed player flow for a party game.
    • Planned and designed level progression and game difficulty for Defunct
    • Planned and helped write overarching narrative for Defunct and 3 other titles
    • Wrote and maintained design documentation for Defunct and 3 other titles
    • Wrote world building and narrative for Defunct and 3 other titles
    • Did project planning, schedules and task lists for Defunct and 3 other titles

Uppsala University – Game Design Student Mentor            November 2014 – Mars 2015
Mentored 1st year game design students by assisting with production methodologies and SCRUM during their 1st bigger scale game project. Also gave design tips and feedback on projects.

Bachelor of Arts (B.A.), Game Design                                 Uppsala University (2012-2015)

  • 3D I – Introduction to 3D Modelling, 7.5 c
  • 3D II – Character Modelling and Animation, 7.5 c
  • 3D III – Real-Time 3D, 7.5 c
  • 3D IV – Advanced Animation, Motion Capture, 7.5 c
  • 3D V – Real-Time 3D, 7.5 c
  • 3D Modeling and Visualization with ZBrush, 15.0 c
  • Advanced Game Design, 7.5 c
  • Advanced Game Design II, 7.5 c
  • Advanced Game Project, 7.5 c
  • Big Game Project, 15.0 c
  • Concept Art for 2D-Graphic Production I, 7.5 c
  • Concept Art for 2D Graphic Production II, 7.5 c
  • Degree Project in Game Design, 15.0 c
  • Introduction to Game Analysis and Design, 7.5 c
  • Introduction to Game Development, 15.0 c
  • Level Design, 7.5 c
  • Production Methodology for Games, 7.5 c
  • Theme Park, 7.5 c
  • Vector Graphics, 15.0 c
  • Written and Spoken Communication, 7.5 c

Ingram Micro Sweden – Web Administrator                                                                       2011
Ingram Micro is a wholesaler of IT products and services.

My worktasks were to help ease the transition to a new website by working with adverts, manufacturer sites, customer/web support and marketing.