KAM-WING FUNG

            270 E Flamingo Unit 132

Las Vegas, NV, 89169, USA

             cell: (702) 553-6789

            kamfung@kamfung.ca

http://www.kamfung.ca

 

Education


Carleton University, Ottawa, Ontario

Bachelor of Industrial Design (B.ID),

with High Distinction

Sept. 1999 – Apr. 2004

Dean’s List, President’s Scholarship

Carleton University, Ottawa, Ontario

1 Yr. Computer Systems Engineering,

Sept. 1998 – Apr. 1999

Dean’s List, President's Scholarship

 


 


Skills

  • User experience/UI design
  • User interface implementation and rapid prototyping
  • Graphics design and motion graphics
  • Industrial design/hard surface modeling

Applications and Languages

  • Adobe Illustrator and Photoshop
  • Flash/Actionscript
  • Javascript/HTML/CSS
  • XSLT
  • C
  • Maya/Solidworks/Alias Studio
  • After Effect

        

Experience

 

Petroglyph, Las Vegas, NV, USA (http://www.petroglyphgames.com )

Sept 2009 – Sept 2010

            Petroglyph is currently working on a new MMO called End of Nations which features RTS-style combat and long-term character progression with MMO social features. (http://www.endofnations.com ) As the sole UI Designer at Petroglyph, I interacted with design, production, art, and engineering to define how the interface should behave and be laid out while acting as an advocate for the player.

  • Designed, wireframed, and specified the UI specific implementation of features for systems of all varieties from the front-end, friends, mail, and crafting to the low level mouse interaction methods for the world map and ability targeting.
  • Worked closely with lead designers to translate their design requirements into a usable interface that engineering could implement.
  • Collaborated with UI artists and engineers to create new functionality and ensure it preserved design intent while staying within established timelines.
  • Prototyped new interfaces in flash to test different alternatives without commiting engineering resources for a working implementation.
  • Performed informal usability tests and gathered feedback from players.
  • Laid out the interface using our proprietary toolset and create graphics or animations as part of the implementation.

 

Vizible, Toronto, Ontario, CA (http://www.vizible.com)

August2005 – Dec 2008

            Vizible was a small software startup creating a platform that combines the powerful real-time scripting features of Flash with an open source 3d engine. The company’s flagship product, the Pogo browser, was being developed with AT&T. While at Vizible I performed a variety of roles from designing and developing proofs of concept to defining the technical implementation of key interactive features.

  • Prototyped and specified the implementation of a high performance interactive navigation method for dynamically loaded content in a scriptable real-time 3d engine. (http://blip.tv/file/1644235)
  • Designed and defined the critical functionality of our 3d environment creation tool by researching and specifying the technical requirements for key functionality like direct manipulators for objects and creating/assigning behaviours to objects.  (http://blip.tv/file/1814288 )
  • Defined a large number of new features in the core c++ 3d client with a focus on increased visual fidelity (real-time lights and shaders), improving performance (profiling and identifying slow functions, finding opportunities for parallel execution and asynchronous function calls), and improving developer ease of use.
  • Designed and executed the graphical look and feel and 3d environment for a customer demo that won Vizible a multi-million dollar contract.
  • Independently created the workflow to move models from mainstream 3d modelers to our platform and wrote an XSLT translator for legacy worlds.
  • Wrote scripted libraries (e.g. vector algebra and industry standard animation easing functions) to increase developer efficiency and improve the fidelity of 2d graphics shown in 3d.

 

Alias, Toronto, Ontario, CA (http://www.autodesk.com)

January 2005 - July 2005

At Alias (now acquired by Autodesk), the leading provider of computer animation and computer-aided-industrial-design software, I worked closely with a senior product specialist on a proposal for a new software product. I drew on my experience as a modeling software user, a user experience designer, and my programming experience to provide a unique perspective on the proposal’s direction.

·         Collaborated with engineering, product specialists, and project managers to determine the product’s direction and capabilities

·         Contributed extensive competitive research

·         Worked with product managers, a senior product specialist, and usability to validate a proposed concept with the target user group

·         Organized and recruited a wide range of designers for focus groups

·         Created interface prototypes in Flash/Actionscript to communicate with developers

 

Seaway Networks, Ottawa, Ontario, CA (http://www.freescale.com)

Fall 2004

      Seaway is fabless semiconductor company (now acquired by Freescale) that makes high speed network processing chips. I was tasked with acting as an external customer to learn and test their software API for ease-of-learning and reliability.

·         Created a e-mail scanning application using Seaway hardware and their software API as well as third party virus and spam scanning engines

·         Application was used for demonstration purposes at an RSA tradeshow

·         Learned C++ and C on the job

 

Corel Corporation, Ottawa, Ontario, CA (http://www.corel.com)

Summer 2002

In my first co-op term I worked with the User Experience group at Corel which is responsible for designing the user experience for Corel’s creative applications (CorelDRAW, Painter, Knockout 2, etc.). During that time I had the opportunity to experience the full range of duties carried out by User Experience Designers at Corel:

·         Wrote small specs and carried them through working groups, sign-off, and implementation.

·         Designed new interface elements for Painter running on Windows XP

·         Integrated theme-awareness into design process for Painter under Windows

·         Collaborated closely with other members of the team on large specs

·         Created visual representations, or mockups, of prototype interfaces to communicate workflow, appearance, and size

·         Contributed to the design of a variety of features