Wren Bernstein

Game and Cinematic Designer with experience in Gameplay Development: Otherwise known as a well-rounded and enthusiastic team member!


Games


Personal Projects


Skills

Development
  • C++, C#, Java
  • HTML, CSS, Javascript
  • Unity, Unreal, Visual Studio, Houdini, Git, Perforce, Itch.io

Art and Design
  • Traditional Art: Figures, Backgrounds, Still Life, Sculpture, Concept Art
  • Digital Art: 3D Modeling, 2D Animation and Visual Storyboarding, Illustrations, Game Assets
  • Creative Writing, Paper Prototyping, Documentation, Level Design, Cinematic Design, Mocap Direction
  • Maya, Clip Studio Paint, FireAlpaca, Photoshop, Illustrator, Google (Slides, Sheets, Surveys, Docs)

Workplace
  • Project Management, Stand-up Leadership, Conflict Management, Scrum, Agile
  • Active Communicator, Interdisciplinary training, Public Speaker
  • Microsoft Office, Microsoft Teams, Slack, Google Email + Calendar, Discord, Trello, Jira, Qualtrics


Experience

Junior Game Designer

Visual Concepts
June 2022 - Present

  • Implemented and polished player-focused quests through visual scripting in-line with the narrative designer’s documentation for WWE 2K23 and WWE 2k24 to polish.
  • Collaborated across disciplines to investigate issues that arose during development and create a firm foundation for the game’s single player campaign quests.
  • Frequently stepped up when shown a complicated design for quest components and delivered results that were expressed as above satisfactory quality.
  • Acted as a cinematic designer for dynamically made scenes, for which I collaborated across presentation-focused disciplines (cameras, animation, anim engineers) to ensure all assets involved were the best quality we could achieve with our allotted resources; and handcrafted those scenes with animations and camerawork to emphasize the energy our voice performers gave.
  • Expanded my expertise within my role to include directing mocap actors to ensure we recorded data that our animator could then turn into nessecary assets for production, and onboarding/managing other designers into the cinematic design experience.

IGM Teaching Assistant and Grader

IGM Department, RIT
January 2020 - May 2022

  • Responded to student questions in a timely manner, and assisted with any concerns they may have towards the assignments or general learning material.
  • Communicated with the professor regarding grading and any sudden issues that arise, either with student’s submissions, changes to the schedule, or any other relevant events.
  • Held open office hours for students to drop in and inquire about homework problems and practice advice.

  • Courses I assisted in:

  • IGME 209 - Data Structures and Algorithms 1, beginner understanding of C++: January 2020-May 2022, worked with Professor Willoughby. This class includes basic memory management in Visual Studio, windows graphics, and data structures as they pertain to games.
  • IGME 105 - Game Development and Algorithmic Problem Solving I and II, beginner understanding of C# programming: August 2021-May 2022, worked with Professor Cascioli. This course series includes a basic introduction to game programming, version control, and object oriented programming development.
  • IGME 309 - Data Structures and Algorithms 2, advanced understanding of C++: August 2021-December 2021, worked with Professor Bobadilla. This class includes understanding memory optimization, 3D grid searching, and game physics.
  • IGME 101 - Interactive Design and Algorithmic Problem Solving, beginner understanding of web-based development: January 2021-May 2021, worked with Professor Cascioli. This class includes a basic introduction to programming information, simple design concepts, and core development skills for future courses.

Concept Artist/Tech Artist Intern

Xana ad Hoc, IGM Department, RIT
June 2020 - August 2020

  • Designed and formatted the intro sequence to the game in order to introduce the characters and the emotions that the love that will fuel the player’s gameplay through the levels. This included focusing on interpersonal relations between all kinds of family members and a baby, and how to glimpse the baby’s full range of emotions in a limited amount of time.
  • Designed the main player character, including her appearance and main aspects of her personality beyond “Main Character in a VR game”, fleshed out some of her background and tried to implement it into her overall design.
  • Researched methods of 2D facial animation on 3D characters, and investigated ways to further make emotions and presentation adaptable and easy to implement.
  • Created research-related documentation that could then be implemented in Unreal Blueprints and edited as the technology reacted positively/negatively.
  • Created unique sprite sheets per each character (6 total) for face animations, with at least 2 animations each to match the characters both ingame and in the intro cutscene. Each character had also been assigned a personal art style, and those styles are reflected in the characters’ eyes for a personal touch.
  • Now 3 years and multiple different teams later, my face animations and the research implemented in making them emote on command are still in the game!

Summer Tech Intern

MassMutual
June 2019 - August 2019

  • Collaborated with individual members of a team on the production of their web-based application.
  • Learned the ins and outs of the corporate world through observation and hands-on work with all aspects of the development and support teams, including QA testing, Solutions Administration, Release Management, and Production Support.
  • Created ready-to-use rooms on Microsoft Teams (and documentation walking through the basic room setup) as the group transitioned out of Skype for Business.
  • Self taught SQL and database integration to at least the satisfactory working knowledge.
  • *Personal creations from this internship were the property of the company as it is an insurance company with the personal information of its customers and cannot be demonstrated or shared visually.*

Camp Counselor

Girls Make Games, Learn District
July 2018 - August 2018

  • Taught the basics of Unity to girls aged 11-16, helping them learn the program and simple game design.
  • Mentored a smaller group of 5 girls for the entirety of the program, guiding them through a simplified game-creation process, with overall design, simple development, research in new games, and finally presenting their prototype.

Education

Rochester Institute of Technology

Master's of Science

Game Design and Development

GPA: 3.92

Research for Thesis: Subtle narrative storytelling in cinematics and general gameplay

Electives Taken:

  • Interactive Audio for Games and Media Took the course to better understand the underlying work of audio in games, would not say it's something I like to do but the knoweldge helps me estimate how long something can take and apprecaite audio developers more
  • Level Design
  • Independent Study 15 weeks of researching and understanding Houdini for tech art, specifically lighting, atmosphere effects, and alternatire VFX. THe end result of this research would be to possibly create a compilation of what will be beneficial for interested Game Dev students, and would be put towards a future course.
August 2020 - May 2022

Rochester Institute of Technology

Bachelor's of Science

Game Design and Development

GPA: 3.77

Electives Taken:

  • Research Studio 3 months of in-depth research on geospatial tracking and AR development through Unity. Learned more on how to implement outside APIs into Unity and how to translate documentation into visual progress
  • Tech Art Programming and Exploration 3 months of understanding Unreal Engine's particles system and optimization options for loading assets
  • Drawing, Painting
  • Law-focused courses
  • History-focused courses
August 2017 - May 2022

Interests

I have always had a consistent interest in history and law topics, stemming from watching criminal justice shows as a kid and engaging in history classes growing up. This is why half of my undergrad courses were history or law themed. From unsolved true crime stories to historical fiction with accurate elements, it's all fascinating to me.


When interacting with games, I'm an explorer: I will search high and low for new games to check out. I love playing new indie games and old alike; there's nothing better than experiencing someone's passion through their game, many of which don't end up on the front page of the big corporation stores. I also dabble in art of my own, trying to express my own passion visually to support my game design concepts.

More than anything else, however, I am an instinctive visual student. I learn outside of class by witnessing others' talents and tricks to their trades. Observing others helps me grow as a person and so I love wandering art fairs and watching videos of artists doing their crafts.

My dream is to one day work on a game that can comfortably be played during a stay at a hospital: Low time pressure, comforting, and engaging enough to distract the player from reality for a little bit