Boaz Havron
Game Designer
Skills
Game Development
Mechanics Design
Systems Design
Level Design
Production
Quality Assurance
Software experience
Unity
HackNPlan
Maya
Photoshop
Substance Painter
Interpersonal skills
Project Management
Team Management
Leadership
Sales
Customer Service
Education
Academy of Interactive Entertainment, Seattle, WA campus
Aug. 2019 to July 2021
Advanced Diploma in Professional Game Development, Specializing in Game Design On track to graduate July 2021
Employment
Globokids Games
Ramat-Gan, Israel
Game Designer
Apr. 2017 to June 2019

  • Designed and balanced new mini-games, missions and levels for the main game.

  • Lead the planning and integration of all assets for a live service MMO.
  • Viewed the full picture on testing and production servers and verified conflicting packages would not go through before implementing changes.

  • Localized the content of the game to the English speaking audience as we prepared to release the game in the USA.

Ramat-Gan, Israel
Producer
Sept. 2016 to Apr. 2017

  • Produced a virtual world for children. Which consisted of overlooking and organizing the creation of both daily content and sprint goals such as new features and mini-games .
  • Managed game packages on 4 different environments (Server, Production, Development and QA).

  • Managed a team of 8 game developers.

Side-kick Games
Tel-Aviv, Israel
Animation Producer
Mar. 2016 to Sept. 2016

  • Overlooked and organized the entire animation process for a Gacha game for Rovio consisting of over 500 player controlled monsters.
  • Each monster had over 5 unique animations that had to fall under harsh guidelines and restrictions.
  • Planned and logged the animators' work and made sure they are on schedule.
  • Helped solve work disagreements and misunderstandings.
  • Saved hundreds of hours of animation by realizing a cheap and effective way to make them.

Tel-Aviv, Israel
QA Tester
May 2015 to Mar. 2016

  • Tested multiple games with each new build released in the company.
  • Got to test tech demos made for new platforms including motion controlled games and VR.
  • Reported newly found bugs using Jira and Redmine.

MTGMadness
Ramat-Gan, Israel
Content Manager
Jan. 2013 to Apr. 2015

  • Scheduled writers while making sure the content was of high quality and changed things around when found necessary.
  • Authored content to supplement an under-staffed content writing team.

  • Managed the company's social media activity which included daily Magic: The Gathering related riddles with prizes.

Spring Now Solutions
Tirat-Hakarmel, Israel
QA
2011 to 2012

  • Went through the entire life cycle of an insulin pump's testing.
  • Followed a test plan to find and keep track of bugs with every newly released version.
  • Investigated bugs in order to find their cause and help with the resolution.
  • Suggested new test scenarios to test new features.

Projects
Discarded
Mar. 2021 to July 2021

  • Designed and iterated on the base cards, the enemies' AI and the upgrade system.

  • Wrote the GDD for a rogue-like deckbuilder in which your deck consists of cards attached to swappable body parts taken from enemies.
  • Wrote testing documents that are currently helping us fix the bugs in our game.
  • Designed the designer facing tools that the programmers build in a modular fashion to make the work go smoothly for the team.
  • Created and maintained the database of all cards, all effects, all upgrades and all enemies.

Wiz-Kid
May 2020 to July 2020

  • Wrote the GDD for a rogue-lite dungeon crawler in which your attacks deal damage to yourself.
  • Designed the room layouts for each of the procedurally generated floors.
  • Integrated all 3D assets and animations into the project.
  • Wrote testing documents and lead the QA for our Alpha build.

Globo
May 2015 to June 2019

  • Designed and implemented daily content including new missions, quests, gifts and achievements.
  • Produced a team of 8 game developers.
  • Managed game packages on 4 different environments (Server, Production, Development and QA).
  • Designed and balanced new mini-games and levels for the main game.
  • Tested every change made in the game.

Pet Monsters
May 2015 to Sept. 2016

  • Produced the creation and life cycle of hundreds of playable character and boss animations.
  • Participated in weekly reviews of the animation process.
  • Integrated the completed animations into the game. 
  • Tested the Gacha system, gameplay, levels and each new feature implemented into the game.

Game Jams
Jan. 2015 to Current

Participated in multiple game jams over the last 5 years as QA, Game Designer, Level Designer and even as a 3D artist. (Road of War, Oops: Hellscape, Fool House, Broke Billionaire: Galactic Craps, Dispell, Aithin's Ascension, Bundemic, Soul Mates and Gold Retriever)