APOLO CAMPOS JR.

About me

  • 6+ years experience in C/C++ implementing game architectures, UI, basic AI and game play mechanics

  • 4+ years professional experience in C/C++, C#, and XML in test applications

  • 2+ years SDE experience fixing bugs for Silverlight, networking memory leaks, etc.

  • 5+ years testing AAA game titles such as Splatoon, Mario Kart 7, Super Mario 3D Land, etc.

  • Experienced working in a development team making various test apps for different device architectures.

  • Experienced in software development cycle using scrum and agile methods.

  • Designing, developing and producing a mobile game using Unity.

  • Finished 6 video game projects including: 4 student games, 1 individual game & 1 independent game.

 

ABOUT ME

Bio

    Born in New York City, I've lived in New Jersey and in Puebla, Mexico, alternating between them both during my childhood. This has given me a great appreciation of different cultures. I graduated from North Bergen High School in the top 4% of my class. I then moved to Redmond, WA to study at DigiPen Institute of Technology where I have graduated and obtained my diploma in the Bachelor's of Science in Game Design. 

    I originally enrolled in the BSCS program, the computer science degree, however as the years passed, I realized that I wanted to have more creative input in the content of the games. So, I then enrolled in the BSGD program, the game design degree. While several people told me the potential difficulties linked to finding a position as a designer, I decided to go forward since upon deep soul searching I knew that this was the correct path for me, no matter where it leads.

    For my last DigiPen video game I was able to produce the game, program most of the heavy code, work the art, and design its game mechanics. This allowed me to really take the game in the direction I envisioned alongside my teammate. The result was Aztec Warrior, a puzzle platforming game in Flash which was very well received. It got an A-, which is no easy feat at DigiPen and was nominated for 3 DigiPen awards, including, best music, most innovative and Junior game of the year.


    Over the years at DigiPen, I've been fortunate enough to go through several different ordeals that have made me understand the potential problems that can surface during the production of any project. This, in great part, has been thanks to the numerous teams I've been a part of. 

TEAM EXPERIENCES

   Over the course of my DigiPen experience, I've been involved in five different teams with different roles in most of them. These have given me a unique experience that have thought me how to deal with different situations. I've been Producer, Assitant Designer, Product Manager, and Lead Designer. These teams have been as small as a two man team or as many as four.

SOME INTERESTS

    My interests are actually a big part of why I studied to be a designer. I have several interests and I've enjoyed using them in several of my projects so far and look forward to using them in the future as well. Among my interests are sports. As a Newyorker I follow the Knicks, Yankees, and Giants. I play Mainly Basketball, Tennis and Soccer. Anime and Japanese culture is another great interest in my life. I've watched Anime, read manga and of course played video games. I try to follow their culture, and see what is their current culture like. Ancient civilizations has also fascinated me for as long as I know. In Mexico, their was a pyramid I always use to visit every time I went there. It's air of mystery always seemed like good fuel for ideas. Finally, mythology. Mythologies are such great source of the human psyche. They tell stories about how it works and what they deem "good" and for this people have worshiped them. This is why, I believe, they are so frequently used, and why they are so effective. 

ABOUT RA POWER GAMES

    Outside of DigiPen, I've formed a group whose ambition is to make games and other forms of entertainment. This group is called RA (raw) GameS. Our first unofficial event was on April 6th 2012 at Seattle's Sakura Con. We promoted the start of our original story, Nibelungen Lied: Azure Angel. This story is meant for a video game, however we currently don't have the man power for it yet. We recently announced our first video game project, Project AxiA, this will be a puzzle game for mobile devices. More information as we are ready to disclose it.     Outside of DigiPen, I've formed a group whose ambition is to make games and other forms of entertainment. This group is called RA (raw) GameS. Our first unofficial event was on April 6th 2012 at Seattle's Sakura Con. We promoted the start of our original story, Nibelungen Lied: Azure Angel. This story is meant for a video game, however we currently don't have the man power for it yet. We recently announced our first video game project, Project AxiA, this will be a puzzle game for mobile devices. More information as we are ready to disclose it. 

PROJECT SUMMARY

Video Games Created: 5

Board Games Created: 4

Tech Demos, Prototypes & Apps Created: 3

 

DESIGN PHILOSOPHY

   Video Games are about giving their players an experience, and what better way to do that than by having a good story that goes a long great game play. While not a requirement, I've always been of the school of thought that a great story can get players to get more emotionally invested in the games we make. While game play is always at the core of any great game, the story and theme are the ones that can convince its audience to give it a chance. Many great game designers, like the legendary Miyamoto, can create solid game play and then look for the story or theme that fits it and make it work seamlessly. While that approach may work for them, I find it more integral to have the story or theme first and then come up with its game play. Doing things this way, can truly deliver the experience the players are anticipating.

THE ALCHEMY OF GAME DESIGN

  1. Find a theme or story.

  2. Find mechanics that fit that experience.

  3. Break apart its mechanics into its most basic components.

  4. Transmute all of these components into a new experience.

  5. Test the new product for any and all abnormalities.

  6. Refine the finished product into a masterpiece.

GENERAL PROCESS

    It's my belief that Game Designers are suppose act like Alchemist, meaning we should be able to analyze a problem, break it down to its basic components and reconstruct it as something else. All of this while keeping in mind that what we create is not for our ourselves but for the people. 

    Obviously this is a general process, however when I need to come up with something to specification that I have no control over, my process is still similar. Check the task at hand, observe something from life that resembles it, and modify it to work with it. It's been my experience that if one truly observes their surroundings, they may find a game that can work with any given task.