Nicholas Bramer
Game Designer

ncbramer@gmail.com | LinkedIn: https://www.linkedin.com/in/nick-bramer-b97403256/

Resume PDF here

Technical Skills

  • Unreal Engine 5

  • Blueprint Programming

  • Level Design

  • Gameplay Programming

  • Concept Design

  • QA Testing

  • UX Testing

Project Experience

Concept Designer/Project Manager/Programmer | Birding: Dragon Valley Kiting | itch.io

  • Conceived the concept of “Birding” for the game’s theme and gameplay.

  • Assisted development of programming player movement of the kite, created logic to track player movement to determine music transitions and sound effects, and assisted with the “recall” functionality back to the ground level.

  • Scheduled team meetings and organized workloads/deadlines for each part of the team.

  • Miro

  • Figma/Figjam

  • ClickUp

  • Perforce

  • GitHub



Level Designer/Feedback Designer/Systems Designer/Project Coordinator | CRCT/BRKR | itch.io

  • Created a visual board in Miro to plan out level layout

  • Took Miro board design and built a full Blockmesh in Unreal Engine

  • Implemented assets for level, converting the Blockmesh into the final design

  • Created an experience system that gave the player statistic upgrades when they reached certain levels

  • Implemented assets for player feedback, such as SFX and HUD animations

  • Added animations for player interactions such as abilities, combat, and death

  • Created meeting schedules and agendas for weekly standups

  • Coordinated short-term and long-term goals for programmers and artists, ensuring high-priority tasks were completed first

  • Balanced tasks assigned according to team member strengths and weaknesses

  • Managed project scope according to time constraints and team focus, dynamically shifted project direction based on progress and deadlines

Programmer | Magical Mayhem | Full Sail University

  • Introduced a set of spells for the player to cycle through using the middle mouse button and designed a level to demo the spells.

  • Created a fireball and shield spell in class using basic geometric shapes as the projectile and shield respectively. Developed a health system for the shield as well as targeting, damage, and travel logic for the fireball

  • Designed and programmed two additional spells, the first spell being a teleport and the other spell being a super jump that scales in height three times.

  • Developed turret AI that targets and shoots the player when entering its firing zone and can be targeted and destroyed by the player using the fireball spell.

  • Implemented sound effects for the spells being cast and firing sounds for the turrets when they shoot at a player. Added text pop-ups at the beginning of the level acting as a tutorial.

Level Designer | Blockmesh Practice | Full Sail University

  • Created a blockmesh for the project and designed the LevelStart, FocalPoint, and LevelEnd environments and gameplay.

  • Used Perforce to sync with other students’ levels in collaboration to create a full level

  • Integrated finalized assets into the blockmesh to complete level development.


Education

Associates of Applied Science in Game Development

Full Sail University, Winter Park, FL | 2024

Bachelors of Applied Science: Interactive Technology - Game Design Concentration

Full Sail University, Winter Park, FL | 2025