Welcome to my online resume. It has more detailed information than the summarized PDF version.
Igor Oliveira Hatakeyama
Game Designer & Game Developer
To secure a career that blends design, technology and creativity to bring happiness, entertainment, and fulfillment to people around the world
I’m always involved in the industry, seeking to increase my knowledge and learn from the great ones that come before me. I strive to attend as many game development events and dev talks as I can, something that in the past has allowed me to meet industry legends.
Design: I always design my personal projects with fun in mind, and I follow design philosophies such as Will Wright’s – where elements should be interacted with in a fun, tactile, almost toy-like way. I also tend to steer towards modular and procedural design and it excites me when I can get different elements in my games to interact with one another in interesting ways. I’m also well versed with level design, always trying to come up with interesting ways to navigate the possibility spaces in my games.
Unity: I have been using it in different capacities since 2013. As a game designer, my knowledge of unity is more than enough to make solo projects and it also allows me to prototype all my game and mechanics ideas quite easily. From implementing game mechanics and systems to tool scripting, I can confidently do it all, and I’m always trying to implement interesting modular or procedural systems.
3D Workflow: Similarly, I am well versed in 3D modeling and some of its workflows, having used 3D software for many years now. Modeling, rigging, UV Mapping, texturing – I usually make my own 2D and 3D art for my prototypes and solo projects. My art can be found here.
Other tools and software: I also have some experience using other project management and version control tools, such as Unity collab, Github desktop, Trello, Hack’n Plan and Jira, and also audiovisual software like Adobe Audition and Adobe Premiere to edit audio and video.
Publications and Features
In 2015 my game development team was featured at IGN Brazil with the article “Brazilian devs recreate ‘impossible’ Battletoads level” (Brazilian portuguese only)
In 2014 I co-authored in the study: “Application of anthropometry and ergonomics with concepts of game design in the development of smartphone games that enable one-handed use in a safe and comfortable way”, available here.
Game Design Consultant
During late 2020 I worked briefly for Jam3, a Toronto-based digital agency, as a Game Design consultant for one of their projects (which unfortunately I can’t disclose here due to NDAs).
For most of 2020 I worked as a Junior Designer/Level Designer at Shaftesbury and helped develop their VR horror game, WREST.
My main duties as a junior level designer was to block out new levels or place props to replace the whiteboxes in the levels that were already designed.
As I gained trust within the team, I moved on to more important tasks, such as setting up the triggerboxes and narrative events that happened in the levels, recording placeholder dialog to make sure the distance between event triggerboxes was big enough that dialog wouldn’t overlap, and even did some tool and gameplay scripting – the final boss battle was partly coded and partly designed by me!
I started working at shaftesbury before the pandemic started, and kept working there through most of 2020 – this was my first time working remotely, and learning the benefits and hardships that come with that type of work.
Thought not as flashy as an industry job, for most of 2019 I had the opportunity of being a Peer Tutor at my College, as a matter of fact, the only Game Developer tutor at that time.
I aided students who were struggling with some concepts in the general field of game development, from Photoshop and 3D modeling to Unity Mecanim and C# programming.
In 2014 I worked as a QA Tester at Hive Digital, a brazilian media agency. I helped test their products, most notably a few of their advergames, such as ESPN Rally dos Sertões and Intel’s Game Hero. It was a great experience as I put to practice my newfound knowledge about game QA testing, writing reports and detailed reproduction steps on bugs. In 2016 I returned to the company briefly as a QC Tester.
I had the pleasure to work at Glu Mobile as my first game industry job. I was a QA tester at the time and helped test many of their games, including infected, contract killer and blood & glory. I got to learn some inner workings of the games industry, and learned how to professionally test and report bugs.
These games are no longer available for download, so I provided gameplay videos instead (just click the icons!)