KRONOS DIGITAL ENTERTAINMENT CONT.
 
During my five years at Kronos, I also worked on many game
    demos including two Lord of the Ring games, Killbill, Hello
    Kitty, an IP called Isa, Man from  Uncle, and many others. 
    Major tasks included building worlds, laying out collision and
    waypoints with Maya (v. 4.0 - 5.0) and PowerAnimator on SGIs   
    (Alias-wavefront), and system design with AI and databases.
    Tools used ran the gambit: Visio Pro for objective scripting,
    Adobe Illustrator and Photoshop, and writing most
    game design docs, puzzle documents, and storyboard dialog
    in MS word, excel, and frontpage.  I worked with programmers
    designing proprietary tools, worked in Renderware and VSS.

SQUARESOFT USA

Video Game Designer, Oct. 1996 - April 1998
  
On a team of about 100 members, I helped design the
    cinematic thriller Parasite Eve 1.  My responsibilities included
    scripting objective events (battle event scripts), monster AI
    behaviors, storyboard creation, battle layout and design, level
    implementation and debugging.  I also created design docs and
    assisted in the game's biological and chemical expertise needed
    for certain storyline elements (i.e., the 'in-house' biologist).
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