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Senior Level Designer @ From September 2014 to Present (1 year 2 months) Senior Level Designer @ I started working on Tomb Raider right at the end of pre-production and spent the following years making a major impact on one of the biggest and best games of 2013.
I was the main level designer behind most of the game's 'set-piece' moments.
The level where Lara is sliding down a river rapids and straight into a parachute glide through a thick forest (which was debuted during Microsoft's keynote of E3 2012) -- Yeah, that was mine.
How about the level where Lara runs across a bridge that is being bombarded with mortar fire just to end up inside of a tower engulfed in flames before making a desperate jump to a hovering helicopter from a crumbling rooftop? Yep, that was mine too.
I could also lay claim to a few more levels, but you get the idea that if it was a huge set-piece moment, it was probably my level.
Due to the collaborative and iterative design process used at Crystal, I can say that I touched in some way about 95% of the levels in the entire game. From as little a minor bug fixing, to major bug fixing and feature implementation, it would be easier to list the levels that I hadn't done some work on.
During the bulk of Tomb Raider, I was considered at the "Level Designer" position. As of 4/1/13, I was promoted to "Senior Level Designer" thanks to my work on the project. I worked in that capacity on Rise of The Tomb Raider for about a year.
Note: six months of my time after we wrapped development on Tomb Raider and before work on the sequel, I worked on something else that I can't talk about. From May 2010 to September 2014 (4 years 5 months) Mission Designer @ From October 2009 to March 2010 (6 months) Game Designer @ Titles Completed:
-- Cisco Mind Share (Not Rated - PC) Q1 2009
-- Alien Syndrome (Rated T - PSP, Wii) July 2007
-- Dora the Explorer: Dora Saves the Mermaids
(Rated E - PS2) February 2008
Since joining the team at the awesome place that is TG, I've quickly climbed the ranks from level monkey (where I was responsible for over a dozen levels in Alien Syndrome) to the go-to mastermind for crazy and unique innovations in traditional game design.
I have a knack for thinking outside of the cubical and I love to make sure that everyone else around hears of my ideas, a skill that I honed under the tutelage of the late, great, Erick Wujcik. I'm constantly looking for new ways to innovate within game design, something that my superiors at TG encouraged, and I love to marry different aspects from different genres to create unique and fun gameplay. From February 2006 to October 2008 (2 years 9 months) Level Designer @ Titles Completed:
-- Ice Age 2: Arctic Slide (Mobile) November 2005
I came to work at the wonderful mobile-game-studio-formerly-known-as-Sorrent through an internship while attending college. I handled the bulk of the level design work for the title from the wee-early moments when the engine barely rendered anything, to the final moments of my last day with Glu when I found a serious bug while playing a 'final' build of the game on my train ride home.
My time at Glu taught me a ton of useful skills and it was a great learning experience that I will cherish forever. My hats off to the team there that I worked with. From August 2005 to January 2006 (6 months)
BAS, Game Art and Design @ The Art Institute at San Francisco From 2002 to 2005 Andrew Dovichi is skilled in: Game Design, Video Games, Wii, PSP, Level Design, Xbox 360, Game Development, Lua, PS3, Console, Multiplayer, Cinematics, Environment Art, Maya, Shaders, 3D Studio Max, Character Animation, Game Mechanics, Computer Games
Websites:
http://www.crystald.com,
http://adovichi.wordpress.com/