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Howdy!

I'm a fourth year Creative Media and Game Technologies student at Hanze University of Applied Sciences, based in the Netherlands.

From Gamer to Designer.

My first contact with video games was with Super Mario Land on the Gameboy when I was 4 years old. I distinctly remember dying to the first Goomba and turning off the console, thinking video games are a waste of time. The following day, as if guided by fate, I gave the game a second go and I've been in love ever since. 

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After studying foreign languages and literature (and working in the field), I realized that's not the perfect career path for me. I always wanted to work on games, but never had the courage. Even so, "nothing gained, nothing lost" resonated in my mind and I finally took the plunge in game development. Turned out to be the best decision I made in my life!

Me at a glance...

Languages spoken

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N

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C2

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B1

Software 

Unreal Engine, Unity, Source, Hammer, Blender, Substance Painter,  Photoshop, GitHub, Microsoft Office, Trello, Miro.

Soft Skills

Team management, Public speaking and presenting, Conflict management, Stress management, Adaptability, Creativity, Decision-making.

Hard Skills

Level Design, Game Design, Environmental Design, 3D Modelling, C#, Blueprints, Git, Research, Agile/Scrum.

Let's talk business.

With an affinity towards level design, I give it my all to create memorable spaces for players to explore. I am a keen user of environmental storytelling and world-building in my levels, as I believe they add an extra layer of depth to a level. Aside from level design, I can handle programming (C#, blueprints) and 2D/3D modelling tasks as well.

 

Working on games is hard, but what about working with people? Don't worry I got you covered! Being an extrovert and due to my previous background in a social field, I know what makes people tick. Always a team player, I give it my all so that the team I am in delivers the best product, all the while having a bit of fun.

From A(ncient History) to Z(iggy Stardust).

When I'm not playing or developing video games, I'm reading and watching video documentaries (and developer commentaries!) about them. This is a nice way to always be up to date with game theory, while also improving my own design philosophies. 

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Outside of games, I love listening to music (in particular jazz, rock and hip-hop), watching movies (There Will Be Blood being my favorite movie) and cooking (I can prepare some mean dishes, so people say!). Lastly, I am a huge history buff, so if you want to know why Roman concrete is superior to any other type of concrete, I'm the guy to ask!

Surprise ranking!

To conclude, why not list my top five favorite games, from a level design perspective?

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  1. Prey (2017): Talos 1 is the most detailed seemless world I've ever experienced. The environmental storytelling and worldbuilding are top class and the station is made with a plethora of playstyles in mind. Immersive sim at its best.

  2. HITMAN WOA Trilogy (2016-2023): Technically cheating as it's a trilogy, but they form a congruent whole. The swiss-cheese level design philosophy + the world-building and intricacy of the levels make the levels unforgettable.

  3. Super Mario Bros. 3 (1988): Each level is varied and introduces a new mechanic, enemy, power-up in such a consistent way that the pacing of the levels are rock solid.

  4. Portal (2007): The best example in teaching game mechanics through gameplay out there. 

  5. Dark Souls (2011): That elevator from Undead Parish to Firelink Shrine blew my mind way back in '11. The interconnectivity and tight design of Lordran made me wish to explore every crevice of that unforgiving world.

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© 2024 by Mihai Paduretu

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