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Resume for Tony Ventrice                                                                    <Back
  Casual Game Designer

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Mobile Titles

I Am T-Pain
Zombie Bikini Babes
Leaf Trombone
Zynga Poker
Guitar Hero World Tour
Trump Tycoon
I-play Bowling
Win at Texas Hold’em

ER Rush
Super MahJong Quest
Slingo Quest
Hollywood Movie Minutes
Golfspan - Video
Pillow Fight
24: Agent Down
Jewel Quest II

Pole Position II
Super Pac-Man
Rolling Stone Trivia
Bassmaster Legendary Lunkers
Beliefnet Trivia
ESPN XGames Mountain Bike
ESPN XGames Wave Jumper
Playboy Casino

Game Reviews & Awards
I Am T-Pain: http://gizmodo.com/5352299/i-am-t+pain-iphone-app-is-auto+tuning-genius
Guitar Hero World Tour: http://wireless.ign.com/articles/935/935452p1.html
 IGN best of the year 2008 award:http://bestof.ign.com/2008/wireless/12.html
I-Play Bowling: http://wireless.ign.com/articles/877/877290p1.html
 IGN best of the year 2008 award: http://bestof.ign.com/2008/wireless/6.html
Win at Texas Holdem: http://www.mobilegamefaqs.com/reviewfull.php?id=1417
ER Rush: http://wireless.ign.com/articles/813/813605p1.html
24: Agent Down, Duke’s award: http://games.ign.com/articles/786/786649p1.html

Published game design articles

Work Experience
Playdom,   Palo Alto, CA
Game Designer                          Dec 2010 to present
Facebook game design. Content and Feature design on Mobsters2 franchise. Lead Game designer on Deep Realms. Contributed to all aspects of product planning/strategy and led design of features, systems, content, etc.

Smule,   Palo Alto, CA
Product Designer                          Mar 2009 to Sep 2009
Lead the design process of I Am TPain, a number-one selling iphone app.  Developed the social design strategy for T-Pain and future app development.  Created and presented pitches to external partners

Zynga,  San Francisco, CA
Game Designer                             Oct 2008 to Jan 2009
Game design on Zynga poker; the highest-valued application on Facebook.  Duties included feature design, wireframes, stats and test-group design.  There was a heavy focus on virality and platform integration (facebook, myspace).

Hands-On Mobile,  San Francisco, CA
Game Designer                             Jan 2008 to Oct 2008 (studio closure)
Lead game design on two major, simultaneous internal projects; Guitar Hero featured cross-carrier multiplayer play and Trump utilized a new server-based, constantly-connected technology. Created concept proposals, design documents, wire-frames, feature tracking, coordinated with artists and engineers. Covered all platforms, including iphone. Managed design intern.

I-PLAY,  San Mateo, CA
Game Designer                             March 2006 to Oct 2007 (studio closure)
Primary responsibilities: evaluation of design proposals, design supervision on external projects, lead design process of internal projects.  Reported to head of Production and worked closely with producers, programmers, artists and QA to achieve the highest quality mobile games and video streaming applications.  Further design duties: design documents and design reviews, level design, interface and layout design, direction of external artists and coordination with external designers and producers.

NAMCO NETWORKS,  San Jose, CA      
Associate Producer                      June 2005 to March 2006
Worked as part of the production team on the daily processes of scheduling, monitoring and evaluating ongoing projects. Also worked with the creative director developing game concepts, writing design documents, specs and marketing pitches as well as monitoring the design progress of projects in development and evaluating the merits of external game proposals. 

DWANGO STUDIOS (Dijji),  San Francisco, CA
Game Designer                             March 2004 to April 2005 (studio closure)
As the sole designer in a small mobile game studio, I had many responsibilities including the following: Manage design process and write concept, buy-in and design documents; Design game playability and user experience around the thematic requirements of brand partners; Work closely with, and coordinate, artists and engineers; Draw storyboards, flow charts and concept sketches; tune and balance game-play experience. 

Bachelor of Science in Computer Science,  Graduated May 2002

Additional Skills
  • Critically acclaimed designer with industry awards (I Am T-Pain, 24 Agent Down, I-play Bowling, Guitar Hero 4)
  • Deep understanding of casual and social game design
  • Strong art talent and visual eye (traditional and digital media)
  • Developed understanding of user interface and experience
  • Adept technical designer with programming training - familiar with high and low level languages
  • Software:  PhotoShop, Word, Excel, Visio, Outlook, PowerPoint, etc
  • Well read and roundly educated with particular interests in history and human psychology
  • QA experience