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About Me

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My name is Karel Terra, I'm a Technical Game Designer and I make games because they are the “soundtrack” of my life. They anchor me in time and space and the memories I have made through them will last my lifetime.

 

I draw inspiration from the multitude of experiences I’ve had. From my quilted upbringing living in Germany, New Zealand and Australia to performing as a teenage rocker and finally travelling the world as a backpacker.

 

I live in Orlando, Florida, as I work at EA Tiburon delivering the return of College Football. As Technical Designer, I have designed and documented features for systems both large and small within the mechanically rich Dynasty Mode. Working with audio, art and UX to deliver content that is deep, engaging and enjoyable. 

AAA

EA

EA College Football

Joining the team in the early stages of development as a Technical Designer II, meant that I was able to part of aligning the vision of the game modes and leave my mark on the final product.

I came in and immediately contributed to rapid prototypes, brainstorming sessions, and group discussions. I am always looking for "the fun" and knowing that this project is highly anticipated by the fan base, the bar for both quality and functionality is high.

Continuing my design duties into development, I actively create detailed documents of key game features, syncing with other disciplines to make sure that the scope and depth of what I'm creating is not only feasible but also in line with the rest of the experiences that we are creating.

 

Nearing the end of development, I oversaw the rollout of content that I designed for the News System, which delivers compelling commentary on the events of the game world.
 

Mortal Kombat: Onslaught

As a Game Integration Engineer on this project, I work with the Online Team as well as other game teams, to efficiently and seamlessly connect the projects online features to the backend services. 

Working with a team of incredible engineers and creative thinkers, I feel right at home and enjoy the collaborative and supportive atmosphere of this studio. Though I have never worked within the physical walls of the studio itself, I feel just as connected to my teams mates as in any previous studio.

Getting to wire up online features that will bring genuine pleasure and enjoyment of the game to players is part of this role that I really enjoy. As well as creating tools for the designers so that they can effectively add their craft to the project.

WB

Mobile

Malice

Malice was part of a game development incubator program founded by Alex Carlyle in Sydney, Australia. Its mission was to create a space to nurture up-and-coming talent so that they could get experience and bolster the Australian games industry.

I had the immense privilege of working on this project and learning under the expert hands of the rest of the team. I came in initially to help optimize the game to run on mobile devices like iPhone and iPad as well as the Sony PSVita, but quickly found myself contributing to the project on many fronts. From creating UI systems to scripting the main flow of the game. 

I worked directly with the designers and artists to empower them by building tools for them to get their creations into the game quickly.

Malice

VR

Wentworth VR

As the Development Lead, I guided the creation of the technical elements of this Interactive Cinematic VR experience that is the cornerstone of StartBeyond, formally Start VR. 

Their vision of interactive entertainment is simple and intuitive. Intriguing storytelling interspersed with consequential decisions that the viewer makes as they explore their surroundings with a simple click or sustained gaze, 

This was one of many such projects that I had the pleasure of working on while I was with Start VR. Our efforts did not go unnoticed as this project not only delighted fans of the Wentworth IP but also won critical acclaim from the Screen Producers Awards, Australia.

2018 Winner SPA Awards: Interactive or Game Production of the year.

Wentworth

Prototyping

wAv

I was tired of being overstimulated with flashy lights and animations by some of the mobile games that I was playing at the time. I wanted to explore something that was still engaging but the core attraction of the experience would be its serenity.

wAv is a simple puzzle game where you push objects to their safe zones by creating rippling waves on the playing surface, clearing all the object to progress to the next level. The objects react differently when they come into contact with the various surfaces in the game.

I made this prototype with a feel first approach, taking time to craft the basic interaction to be pleasing and calming, thinking about it as being a toy as much as it was a game. I was overjoyed when my friends, and strangers that I could convince to play, would happily tap away at the screen even with very little else going on or would hone in on a challenging level until they conquered it.

I think there is still much to explore here and it was a successful delve into the serene space that I was exploring. 

wAv

Frontlines

I had explored a simple hold to aim mechanic in the last months of studying at AIE, Sydney, Australia, and wanted to expand it.

For this prototype, I wanted to raise the player's awareness of humanity and the tragedy of war. For this, I experimented with a backstory generator that would create a history for each solder that was in your company. As the groups Capitan, it was your choice to continue to deploy your troops or to risk your own skin by falsifying documents to send them home from the frontlines.

The gameplay expanded upon the hold to aim mechanic and players competed for territory on a shared global map. These battles were facilitated across mobile networks of mobile devices with real-time connections between players.

Frontlines

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