What are common keywords any game design resume should include?
It depends on the kind of designer position you're aiming for. We want to see key words for common tasks that those kind of designers have done. Here are some examples:
Common
Experience, craft, create, live, season, update, content, schedule, create, design, team, player, UX.
Level Design
Layout, place, trigger, volume, spawn, point, reward, treasure, quest, lighting, light, dark, texture, object, obstacle, blocking, whitebox, direct, draw, through, inviting, space, place, multiplayer, competitive, cooperative, co-op, deathmatch, capture the flag, ctf, domination, asymmetric, symmetric.
Quest Design
Text, reward, spawn, balance, level, pace, pacing, word, budget, localization, loc, narrative, item, itemization, dialogue, branch, spawn, difficulty, player, multiplayer, encounter, placement, place, trigger, chain, pre req, pre-requisite, condition, scripting, faction, seasonal, event.
Cinematic Design
Narrative, camera, character, blocking, screen, position, ease-in, ease-out, pan, cut, smash, storyboard, frame, framing, beat, cue, pacing, feel, shot, zoom, sfx, vfx, mark, contextual, conditional, quick time, event, timing.
System Design
Balance, numbers, formula, spreadsheet, excel, curve, quadratic, linear, logarithmic, growth, plot, level, power, over, under, even, normal, distribution, player, total, analysis, scale, scaling, script, scripting, math.
If you're at all familiar with the regular kind of duties and tasks that any of these kind of designers do on a regular basis, you'll immediately start to see how these words fit into describing what we do day in and day out. These are going to be the kind of words we see used to describe the sort of experience we expect to see on a resume/CV from someone who has done this kind of work before. We won't expect all of them in every resume, but we expect a good many of these words on the resume/CV of a reasonable candidate.
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