EDWARD KUEHNEL

2944 SW Stanley Court
Portland, Oregon 97219
Phone: (360) 635-7469
Skype: edkuehnel
ed@egkinteractive.com

Freelance Writer

July 2008 - Present

The Onion

Freelance contributor to the Onion News Network, the series of videos posted on The Onion's website.

Freelance Game Designer/Writer

January 2006 - Present

Unannounced title (Screenlife)

Wrote dialog for an unannounced console trivia game.

Unannounced title (GameHouse)

Wrote dialog around existing story for an unannounced casual game.

Organized Crime (Social Moray Games)

Wrote story and dialog for a text-based role playing game for the social networking site.

Unannounced title (Engine Software)

Was Lead Game Designer on an unannounced Nintendo DS platformer based on a Warner Bros. movie license.

Duke Nukem Forever (3D Realms)

Wrote story and detailed narrative flow for last iteration of the game.

Unannounced title (iWin)

Wrote story & dialog for an unannounced casual title.

Unannounced title (iWin)

Wrote story & dialog for an unannounced casual title.

Unannounced title (iWin)

Wrote story & dialog for an unannounced casual title.

Top Gun (Paramount Studios Digital Entertainment)

Wrote dialog around existing story for an iPhone game based on the movie license.

Dragonica (THQ*Ice)

Helped localize dialog for U.S. release.

Days of Thunder (Paramount Studios Digital Entertainment)

Wrote story & dialog for the iPhone game based on the movie license.

Shooter (Paramount Studios Digital Entertainment)

Wrote story & dialog for the iPhone game based on the movie license.

CSI:5 (Telltale Games)

Designed story, gameplay, and wrote dialog for three of the five episodes.

High Velocity Bowling (Sony Computer Entertainment America)

Wrote dialog for six additional characters added to the original set.

Pain (Idol Minds)

Wrote dialog for player and non-player characters.

Northstar (Edocero)

Story and gameplay consultant for historically based action/adventure PC game for young adults.

CSI: Hard Evidence (Telltale Games)

Story and gameplay design for PC game. Wrote dialog for cast of CSI: Crime Scene Investigation.

CSI: 3 Dimensions of Murder (Telltale Games)

Story and gameplay design for PC game. Wrote dialog for cast of CSI: Crime Scene Investigation.

Colors (Indie Studios)

Developed story and wrote dialog for over 100 missions for a 3rd person shooter exclusive to the Gizmondo, a handheld gaming device.

Westwood College, Woodridge, Illinois

January 2006 - March 2006

Adjunct Professor

Taught "Game Analysis and Playability" to a class of eighteen. Developed a lesson plan based on real-life work experiences. Assisted the Program Director with the development of a Game Design track for students.


High Voltage Software

January 2001 - January 2006


Lead Content Designer/Writer

Unannounced Project (XBox, PS2, PC)

Worked with a team of 30+ Artists, Programmers, Producers, Designers, Writers, and Sound Engineers on the creation of content, from the early stages of development to final implementation, keeping the team focused and inspired. Managed two additional Content Designers/Writers, scheduling their tasks and keeping them focused, never missing a deadline.

Designed an asset-tracking database, worked with a database programmer on implementation and quality control of database.

Guided the QA process in which content was tested and revised. Handled the scheduling, preparation, and direction for over 120 hours of voice recording with both union and non-union actors.

Content Designer/Writer

Leisure Suit Larry: Magna Cum Laude (XBox, PS2, PC)

One of two primary Content Designers/Writers tasked with story development, character creation, and the writing of over 90,000 words of humorous dialog. Planned, organized, and directed over two weeks of motion capture sessions. Handled the scheduling, preparation, and direction for over 160 hours of voice recording with both union and non-union actors.

Implemented gameplay and in-game cinemas using propriety placement and camera tools.

Designed the user interface.

Wrote and maintained design documentation for Programmers, Artists, Sound Engineers, and Game Designers.

Game Designer

Disney's Stitch: Experiment 626 (PS2)

Implemented gameplay for all levels (save boss battles). Responsible for the behaviors, placement, and event handling for all non-player characters (save bosses). Worked with Programmers to create artificial intelligence for non-player characters (save bosses). Wrote and maintained design documentation for Programmers, Artists, Sound Engineers, and Game Designers.

Assistant Producer

Hunter: The Reckoning (XBox)

Assisted with the planning, scheduling, and tracking of development tasks. Organized and tracked animation and audio assets.

Responsible for coordinating quality assurance efforts in preparation for Microsoft's rigorous technical certification requirements (TCR) program. Designed the user interface.

Game Designer

Hunter: The Reckoning (GameCube)

Redesigned user interface and controller scheme for GameCube port.

Game Designer

Monster Jam: Maximum Destruction (PC)

Redesigned user interface and controller scheme for GameCube port.

Chicago Tribune, Chicago, Illinois

August 1996 - October 1998

Advertising Sales

Managed a team of advertising sales associates serving upscale Chicago-area real estate clients.

Milwaukee Journal Sentinel, Milwaukee, WI

June 1994 - July 1996

Advertising Sales

Worked in several inside and outside sales positions in the classified and display advertising departments.

EDUCATION

University of Illinois at Chicago, Chicago, IL

2000

MBA- Management focus


Loyola University, Chicago, IL

2000

Certificate- Computer Science Program


Marquette University, Milwaukee, WI

1994

BA - Marketing

AWARD NOMINATIONS

Nomination: 2005 Game Developer's Choice Awards - Best Writing.
Nomination: 2005 Game Audio Network Guild. Awards - Best Dialogue.
Nomination: Gamespot Best of 2004 Awards: Funniest Game.



PUBLICATIONS

Book- Game Writing: Narrative Skills for Videogames (June 2006): Chapter 8- "Writing Comedy for Games"

Article- Gamasutra (November 2004) "Funny, Me? On Leisure Suit Larry: Magna Cum Laude and the Search for Humor in Gaming"

SPEAKING ENGAGEMENTS

Game Developer's Conference 2006: "The IGDA Writer's Special Interest Group Presents: Write Club"