Joshua Kulinski
Senior Game Designer
415-613-0386 kulinskijosh@gmail.com
OBJECTIVE: To design and develop world class video games, craft digital worlds and create fun.
EDUCATION: Bachelor of Science Game Art & Design The Art Institute of California-San Francisco
SKILLS: Excel, Unreal Engine 3 /4, Unrealscript, Blueprints, Unity, Flash, Maya, Photoshop, Illustrator, Actionscript, Jira, XML Visual Studio, C++,Perforce, Powerpoint, Google Docs.
WORK EXPERIENCE:
ArenaNet
Game & Economy Designer
2015-2019
Games: Guild Wars 2
Analysis and Improvements to the economy, developed in game commerce items from concept to implementation, worked on New Player Retention initiatives and new rewards systems for Guild Wars 2.
WB Games: San Francisco
Senior Systems Designer
2015-2019
Games: Harry Potter: Wizards Unite, DC Legends
Senior Systems Designer on DC Legends and Harry Potter: Wizards Unite. In my time at WB I was never afraid to get my hands dirty, diving into level design, systems design, created game modes, designed characters, abilities, stats, and events. With Wizards Unite, I have also taken primary responsibilities for implementing game data, as well as directing outsourced audio teams and assisting in the creation of UI layouts.
I pride myself in ensuring everything I do is the highest quality it can be, and I am constantly eager to learn new aspects of design, which has been something my time at WB has afforded me in spades.
TinyCo
Game & Economy Designer
2014-2015
Games: Family Guy: The Quest For Stuff, Unannounced Mobile Title
At TinyCo, my primary responsibilities are economy design, tuning, content creation, and event creation. I work closely with artists, engineers and writers to support both games in Live-Ops as well as upcoming releases currently in production.
Playfirst
Senior Game Designer
2013-2014
Games: Diner Dash, The Mortal Instruments: City of Bones
At Playfirst, I was in charge of design of LiveOps for a number of mobile titles across iOS and Android platforms. Focusing on user engagement, progression, retention, player experience, narrative writing and systems design.
LucasArts
Systems Designer
2011-2013
Games: Star Wars: Smuggler (Unreleased), Star Wars: First Assault (Unreleased)
Focused primarily on systems design and player investment. My responsibilities ranged from conceptualizing, prototyping and implementing player abilities and weapons, to developing the player experience and progression through systems such as unlocks, achievements and medals.
Metamoki, Inc.
Game Designer
2010-2011
Games: Wildlings, Mob Wars, CityZen
Worked closely with programmers, artists and executive team to actualize overall vision of the product by creating and maintaining spreadsheets and game design documents, Produced artwork and animation when needed. Developed new IPs and systems for social and mobile platforms to promote social interactions between players.
TheBroth, Inc.
Game Designer
2009-2010
Games: Barn Buddy, Hoop Fever Live, Planet Domo
Created and oversaw design documents for game content, systems and viral mechanics for first generation Facebook/Social games.
ADDITIONAL EXPERIENCE:
Independent Game Developer’s Association (IGDA) Member 2009 Present
Game Developer’s Conference (GDC) Conference Associate 2007-2015
AWARDS:
Full Moon Manor (2009 SxSW Screenburn Game Design Challenge Finalist) Conceived and wrote design documents, implemented major game systems and mechanics, including player abilities for 3 main characters, enemy types, and puzzles. Devised innovative User Interface and produced several character models.