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Michel Mrozek
Mise en Scene
Scripting
Rational Level Design

Biography

I am a Level Designer with an extremely solid practical and theoretical formation on the Game Development process. All the work I do is Gameplay Based. I have a Strong Focus on: • Planning my Work on Paper • Grey Box Level Design (Gameplay Intentions + Player Orientation) • Strong Technical Workflow (Respecting Metrics, 3DS, Scripting) • Visual Composition (Landmarks) • Environmental Storytelling (Show Don’t Tell) • Iteration (Constructive Criticism) • Teamwork (Open Minded, Leadership, Positivity) • Punctuality (Never Late) I am notorious for being a hard worker and to always deliver my work on time to the highest Level of Quality possible. I don’t stress or cause problems, I seek solutions. I know how to have my voice heard, and I always keep an open spirit to new ideas. Finally, I am a very cultured man (Perfectly fluent in 3 Languages) with interests not just in Videogames, but in Architecture, Classic Art, Cinematography and Literature. People appreciate working with me because of the positive energy I bring to a Production paired with the Quality of my work.

Skills

Roles

  • Advanced

Technical Skills

  • Advanced
  • Advanced

Software

  • Advanced
  • Advanced

Soft Skills

  • Advanced

Other Skills

  • Advanced
  • Advanced
  • Advanced
  • Advanced
  • Advanced
  • Advanced
  • Advanced

Work Experience

2017 – Present day

Intermediate Level Designer

Ubisoft (Montreal)
I am working on Rainbow Six: Quarantine: I shipped Transference (Psychological Horror VR):)

2016 – 2017

Associate Level Designer

Warner Bros. Games Montreal (Montreal)
Worked on the early stages of what has now been announced as "Gotham Knights". (UE4)

2015 – 2017

Level Design Teacher

College Inter-Dec (Montreal)
I taught Level Design to Students.

Education

2014 – 2015

AEC

Campus ADN

3D Modeling

Learned to be a Professional Level Artist / 3D Modeler

2013 – 2014

AEC

Campus ADN

Level Design

Learned to be a Professional Level Designer