Megan Perry - Resume 

April 2015 - Present, Unity Developer, COSM Worlds




I am currently an application developer at Dynamoid Apps on COSM Worlds, a scientifically accurate molecular biology project for SteamVR and standalone, and an unannounced educational project using Unity 5 to communicate using JSON and a Django server.
August - December 2014, Principal Game Developer, GameTree
I was the sole game designer and Unity developer on several mobile game prototypes for a proprietary platform at a start-up company in Bellevue, WA. My responsibilities included; gameplay, systems, UI, and billing design as well as implementation in Unity using C#.
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Course Description .pdf |
August 2012 - August 2013, Programming Instructor, Academy of Interactive Entertainment
My primary job for the 2012/2013 school year was to teach the 2nd year programming students fundamentals using C# and Unity 3D engine to expand on their C++ background.
Topics covered alongside the overall development process included fundamentals such as; game design, documentation, prototyping, procedural graphics, implementation of AI, networking, physics, optimization, and project management.
I led the student's senior project; bringing together the art and programming classes to develop a 3D tower defense game using traditional studio project management methods utilizing SCRUM, Hansoft, and Perforce.
Post-graduation I helped develop a curriculum to be delivered for a new game design degree, the Advanced Diploma in Game Design and Production.
Technical Docs, Concept Art, Flowcharts, and collected design resources can be seen at: Rookery Team Project Site
November 2011 - July 2012, Content Designer, Carbine Studios
2010, Systems Designer, CCP North America

Please see my resume for a breakdown of my responsibilities as a systems designer on this project.
Responsibilities included: Designing various aspects of gameplay mechanics for a PC MMO
• Wrote design documentation and maintained wiki pages
• Authored gameplay scenarios to explore uses of the content tool
• UI design, including notification behavior
• Participated in brainstorm sessions for both World of Darkness and EVE Online
• Participated in daily playtests and added feedback to a wiki
• Built mission content
• Ran a test server and organized participants for daily internal playtests
• Wrote colorful yet concise narrative
• Brainstormed and playtested for all design elements
Accomplishments and other involvement:
• Attended the Scottish Modified Car Show with the community and art teams to talk about the cars in the game for the video blog
• Created scenarios with under used mechanics for each faction to facilitate a wider variety of gameplay for all players
• Spoke with the new team working to re-launch the game to communicate my teams proposed improvements and additional features that would help make the game a success
2008, Scenario Designer, Vicarious Visions

• Designed vertical slices of the game from concept stage to beta level implementation
• Wrote design documentation and maintained wiki pages
• Built 3D levels and placed objects using proprietary editing tools and 3ds Max
• Scripted moment-to-moment gameplay elements, boss fights, and engine driven cut scenes
• Created natural-looking pathing for friendly and enemy AI sequences, as well as scripted combat encounters
• Implemented pathfinding graph and fine-tuned each to meet levels' needs
• Presented level progress after every sprint, and worked on actionable items from feedback
• Became familiar with source material and recreated comic panels of key scenes in-game
Responsibilities on Transformers 2: Revenge of the Fallen (Nintendo DS) included:
• Designed, implemented, and tested 3D levels while character is transformed as a vehicle, as well as on foot
• Created vehicle AI types and set up behaviors, including movement, animations, and attacks
• Set up and tested obstacles and physics puzzles, including a driving course with gap jumps
See here for more details on my work on Marvel Ultimate Alliance 2
• Set up and tested obstacles and physics puzzles, including a driving course with gap jumps
See here for more details on my work on Marvel Ultimate Alliance 2
2006, Lead Designer, 1st Playable Productions
Designed all aspects of Go, Diego, Go! Rainforest Rescue (Jakks TV Games) and interfaced with the publisher
• Wrote GDD and supporting documents
• Led a team of artists and programmers
• Debugged and problem solved, as well as assigned or fixed all bugs from external Q/A
• Tuned dynamic difficulty adjustment within levels and game wide
• Conducted research on the intellectual property being used for the game
• Scripted A.I. sequences and cut scenes
• Built geometry and collision of levels and placed objects using proprietary editing tools
• Created and implemented first pass SFX, art, and animation
• Designed and implemented 2D levels for The Santa Clause 3 GBA game



