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