CURRICULUM VITAE

Name:Viljar Sommerbakk
Web:www.sommerbakk.com
Nationality:Norwegian, currently living in Stockholm, Sweden
Languages:Norwegian (native), English (fluent, spoken and written), Swedish (fluent, spoken)


GAMES INDUSTRY WORK EXPERIENCE


UBISOFT STOCKHOLM
Action Gameplay Supervisor
March 2018 — Present (AAA Video Games)

I started as Expert Game Designer and became Action Gameplay Supervisor, comparable to an associate game director role, after about 1 1/2 years.

KING
Senior Game Designer
September 2016 — January 2018 (Mobile Casual Games)

I supported the various feature teams on Candy Crush Soda Saga on new features and rework of old ones. Additionally, I was line manager for a handful of designers and level designers. I was also involved with recruiting students from game development schools for internships at King, through presentations and candidate interviews.

EA DICE
Senior Game Designer
April 2013 — August 2016 (AAA Video Games)

I worked on the Battlepacks design, i.e. loot boxes, for Battlefield 1. I was lead for the gameplay team on Mirror’s Edge Catalyst, where our main responsibilities were second-to-second gameplay, like movement and combat. I started as Gameplay Designer, and became Senior Game Designer after about 2 years.

AVALANCHE STUDIOS
Senior Game Designer
Oct 2012 — March 2013 (AAA Video Games)

I worked in the "on-foot-combat team" on Mad Max. This involved writing designs on some enemies, how "battle chatter" would work, as well as how Max' approach/assault on enemy camps would play out.

STARBREEZE STUDIOS
Senior Game Designer
Jan 2011 — Sept 2012 (AAA Video Games)

I was lead for the single-player combat team on Syndicate, 5+ people. I directed almost all combat encounters in the main campaign, as well as provided design and direction for all boss fights and some enemy types. I also gave feedback on level design to ensure combat encounter suitability.

IO INTERACTIVE
Level Designer
May 2008 — October 2010 (AAA Video Games)

I designed and created game levels on Hitman: Absolution. This included implementing gameplay elements (enemies, allies, scripted events, etc.) as well as testing and tweaking gameplay, difficulty, balance and pacing. I also designed and prototyped some core elements of the game, like the time slowdown feature on enemy kills. I assisted in the development of the Glacier 2 engine tools by suggesting and following up on new features and workflows.

FUNCOM
Designer
June 2006 — April 2008 (AAA Video Games)

I wrote playfield concepts and -designs on Age of Conan: Hyborian Adventures. I implemented gameplay elements in the game world in the 40-60 level range (quest interaction items, enemy placement, enemy camp building and balancing). I also made additional NPCs and tweaked NPCs for the same levels. I assisted in the development of the in-house world building tools by suggesting and following up on new features and workflows.

Lead World Designer
March 2000 — December 2002 (AAA Video Games)

I wrote concepts and designs for playfields and NPCs on Anarchy Online, and built game environments (camps, cities, wildlife areas, dungeons and in-door locations). I also implemented and developed gameplay in game environments. I made all guards, vendors and vending machines pre-launch. I assisted in the development of the world building tools through feedback and suggestions. After launch I managed the World Design team (10+ people). This included planning and implementing changes to the game world in content packs and bugfix patches. I started as World Designer, and became Lead World Designer after about 1 1/2 years.

TEAM BONDI
Designer
March 2006 — May 2006 (AAA Video Games)

I recorded events from 1947 Los Angeles newspapers into the Event Database on L.A. Noire. I then used the Event Database to create cases for the player to solve.

PERCEPTION
Lead Game Designer
March 2004 — December 2005 (AAA Video Games)

I directed the implementation of all game features (on a team of up to 70 people) on Stargate: SG-1 - The Alliance. I wrote and maintained design documents (concepts, flow charts, story lines, characters, dialogue, gameplay systems etc.). I designed, tweaked and refined the core gameplay, user interface and game elements, including AI, combat, missions, weapons, NPCs, vehicles etc. I designed levels with level designers, for the level designers to implement.

MICRO FORTÉ
Senior World Builder
January 2003 — January 2004 (AAA Video Games)

I built game environments and implemented gameplay elements on Citizen Zero. I tested and balanced missions. I also assisted in the development of game- and world features, as well as the development of the world building tools for the BigWorld technology through feedback and suggestions.


MISCELLANEOUS WORK EXPERIENCE


OLSTEN NORSK PERSONAL
Short term contracts
1998 (Temporary Staff)

I mainly worked for TOBB, an apartment bureau.

MANPOWER
Short term contracts
1996 — 1997 (Temporary Staff)

I was a customer consultant for NetCom, mainly registering new customers. I also worked as a documentalist for Decor Art Creations, driving through Norway and taking pictures of old and respectable buildings and sights. The pictures would later be inscribed onto souvenir plates, cups etc.

S/L NORD-NORGES SALGSLAG
Meat Cutter
1993 — 1996 (Food Processing Industry)

I cut and trimmed meat, processing large basic cuts into smaller pieces.


EDUCATION


NÆRINGSAKADEMIET
1998—2000 (College)

Visual Basic, Microsoft Office, Communications, User Interfaces, Novell Network, Computer Communication.

UNIVERSITY OF TROMSØ
1989—1992 (University)

Psychology, 1 year. Social anthropology, 1 year. Examen Philosophicum, 1/2 year.

TROMSDALEN VIDEREGAENDE SKOLE
1988—1989, 1985—1987 (Norwegian High School)

High school curriculum, Norway.

CADDO PARISH MAGNET HIGH, Junior Level
1987—1988 (American High School)

High school curriculum, USA.