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Emily Harnedy

Burlington, VT 05404 ● (603) 440 -3100                                                       


  • Managed designers, artists, and programmers on five student video game development teams
  • Four years of customer service experience
  • Skilled in Microsoft PowerPoint, Microsoft Word, and Adobe Premiere Pro
  • Adept in both oral and written communication
  • Certified Scrum Master


Champlain College, Stiller School of Business, Burlington, VT

Graduating May 2017; B.S., Management of Creative Media; GPA: 3.7

Specialization in Game Production Management                                                    

  • Dean’s List: Fall 2013, Spring 2014, Fall 2015, Spring 2016, and Fall 2016
  • Marketing and Box Office assistant for Champlain Theater Fall 2016
  • Member, National Society for Leadership and Success
  • Senior capstone video game selected to move forward into second semester production
  • Recognized at Champlain College Core Awards for Concept of Self paper


Senior Capstone: Fall 2016-May 2017

Producer for a nine person team on an educational game entitled Kanji Samurai that tasks players with tracing Japanese characters on their mobile devices to perform attacks against opponents. Players learn more complicated Kanji as they progress from peasant to a powerful samurai warrior in the setting of traditional Feudal Japan. Kanji Samurai is intended as an entry level experience to Japanese language that is both enjoyable and accessible.

Game Production I, II: January 2015-May 2016

Worked with teams of students to create and produce video games. Facilitated communication between group members and managed team progress. Created project plans for the developers and ensured their successful implementation. Coordinated quality assurance testing and analyzed the results to make appropriate changes in game design. Showcased the unique selling points of our games through formal presentations. Assisted in developing the player experience and finding additional resources for our games; e.g., sound effects.


Vermont Shakespeare Festival, Burlington, VT                         

June 2016-August 2016         

Intern, Box Office Management and Marketing

  • Promoted the play, Julius Caesar; advertising at Farmer’s markets and hanging posters in the area
  • Created three promotional videos for the production—receiving 2,000 views on Facebook
  • Managed all social media pages, including Facebook, Twitter, Instagram, and our WordPress blog
  • Maintained ticket sale records and managed the box office
  • Performed in the intern-run production of Macbeth and took acting classes

Canobie Lake Park, Salem, NH

June 2014-August 2015

Ride Operator

  • Operated six diverse amusement park rides safely and responsibly
  • Interacted with customers in a friendly and upbeat manner, getting them excited to ride
  • Recognized for customer service excellence



Julius Caesar: Promotional Trailer

This is the promotional trailer I made. It received nearly 2,000 views on Vermont Shakespeare’s Facebook page! Before my internship with the Vermont Shakespeare Festival my only video editing experience was with Windows Movie Maker in middle school, but I learned the basics of Adobe Premiere Pro in order to create this content. The footage for this trailer was recorded during dress rehearsal and the first performance was a couple days from then. I finished the trailer and published it just before the first showing.

My goals for this trailer were to make the play look exciting and compel one to come see it! I chose to provide the audience with some quick snippets of dialogue for backstory, then I selected a few key, interesting moments from the play to showcase. Finally I decided to end it with a bang and overlaid the actress playing Brutus screaming Caesar’s name as I dropped the title card. Of the three videos I made this is the one I am definitely most proud of.

Marketing & Box Office Intern

The Summer of 2016 I completed a six week internship with the Vermont Shakespeare Festival. I had an incredible experience promoting their production of Julius Caesar and managing their box office. I also got to participate in a play performed by the interns at the end of the season. I was a witch, servant, and soldier in Macbeth. Lastly, I got to take various classes about acting, stage combat, movement, voice, text analysis and other theater-related skills from our director, Nick.

One of the main goals my supervisor and the Creative Director, Jena, had for me was to boost Vermont Shakespeare Festival’s social media presence, which I did by posting on Facebook, Twitter, Instagram, and WordPress to promote both their upcoming show and the Summer Training Institute, which is the intern program I was involved in. I posted almost every day, whether it be pictures, video content, blog posts, or character tweets. It was my job to connect the public to the show and I did so through my social media presence as well as in person at Farmer’s markets and through poster distribution. Additionally, I created three promotional videos for their company, which can be found in the same menu I made this post. 

At the end of the season cast, crew, and interns all gathered to give out awards and gifts to each other. All of the Summer Training Institute intern participants received a card with a personalized message both from Jena and Nick, the directors of Julius Caesar and Macbeth, respectively. Mine said the following:

“Emily! You have had an amazing impact on Vermont Shakespeare Festival and we will be forever grateful!” – Jena, Creative Director of the Summer Training Institute

“Emily, your energy, spirit, enthusiasm, and willingness to throw yourself in is everything you can ask for as a director. Thank you!” – Nick, director of the Macbeth intern play and teacher of the Summer Training Institute

If you are ever in Vermont during the summer I highly recommend checking out theater by Vermont Shakespeare Festival! This summer they will be performing Twelfth Night. My summer internship with them was a rewarding and transformational experience that greatly built up my confidence, public speaking, marketing, and management skills.



Getting Greenlit

Unlike last semester, we don’t have any official milestones to challenge except for Greenlight, which is a list of essential changes we need to add to the game before implementing any other features. This past Wednesday our Professor gave us his input as to what he wanted us to change and we found the list we had come up with ourselves was pretty much in parallel with his list. Here are the items we agreed to address in order to challenge Greenlight this Wednesday.

UI Sizing for different size screens

  • Small Phone
  • Large Phone
  • Tablet

Our programmer Eric is currently researching this. The design team will also have to change the UI around for smaller screens vs larger screens.

Enhanced Player Feedback

  • Trail you leave behind with your finger as you write the Kanji
  • Correct Stroke Feedback
  • Detailed Victory Screen
    • Highlighting the player’s overall score, stroke order or combo bonus, speed, and accuracy
  • Intuitive undo button – shows up where you’ve made a mistake

Two of our four artists are dedicated to conceptualizing our various ideas for player feedback. The other official artist is working on character concepts and our outsourced artist is working on logos for our application icon. Although these items aren’t our main priorities and not necessary for Greenlight, character concepts is what this artist is good at and would prefer to work on, and we will need them eventually. Eventually, an app icon will also be necessary for when we publish Kanji Samurai on the app stores.

One of our new designers, Connor, specializes in sound design so he has created some sound feedback for when players write a stroke correct or incorrectly. In addition to sound effects, he is also making music tracks for us. I am hoping that he can make enough tracks to replace the ones we bought for the game so we can publish and potentially profit from the game without having to deal with an outsourced party for sound.

Difficulty and Level Progression

  • Design Changes
  • Flexible User Input
    • Programmer magic to allow for greater player error. Eric created a diagram explaining his thought process.

Programmer Eric determined that a neural network would not be possible in the time we have, so he has come up with some other method to check for player error.

Tutorial SImplification

  • Less texty
  • Streamlined flow

New designer Luca has read through the tutorial and reworked it so it is more concise.

iOS development plan

Our new programmer Mary is researching what technological changes need to be made in order to publish on the app store. I myself will be handling the publishing process itself. 

Not all of these features need to be implemented in game in order to pass Greenlit, but we need to provide a detailed explanation as to how we will be implementing these features as the semester continues. After these are implemented, we can start to focus more on attack animations, special effects, and the narrative.

Just Getting Started

During winter break I never wanted it to end–but now that I’m back at Champlain College for the last semester of my senior year I’m happy to be back! Since our trip to Gaku Ramen and our meeting during finals period, the Radiant Ronin have not met since. I told my team they could do work if they wanted to over break but I wasn’t expecting anything. It’s called a ‘break’ afterall. I think it is important to give people a chance to recharge their batteries, but now that we’re back in production it’s full speed ahead!

We have two main goals during these first few weeks: implementing more visual feedback and making the game easier. We already have some ideas as to how to do this that we discussed at our first class meeting this past Wednesday. First, we are ditching stroke order at last! While we are still including it, it will no longer be required of players, but rather a bonus for them. If players can write the Kanji in the proper stroke order, their score will be greater because they will create a combo effect. This combo effect needs to feel satisfying. Just dragging your finger on the screen and getting a stroke right should feel satisfying. Two of the artists are working on brainstorming ideas for visual feedback, while one is concentrating on reworking our UI so it is more streamlined. I too am researching successful visual feedback in games (especially mobile titles) and coming up with some ideas to run by the artists.

Our team has grown from 4 to 9. Our professor suggested doing daily Scrum everyday even if  no work has been done. He said you could even do it remotely. At first when I heard that I disagreed since I thought it was a bit excessive to talk everyday when we all have four other classes we have to attend to as well, but now as we have had a daily scrum these past couple days I think it is useful. It makes us more accountable I believe because even if you have done nothing, you have to say that and then commit to what task you will be working on next, which helps keeps our momentum flowing. The daily Scrum also puts us in good practice for when we actually will meet with our teams in person everyday when we enter the game industry.

We have a meeting this Sunday to go over UI and ideas for player feedback. We are also going to start discussing how to make the game easier. Eric said he looked into doing a neural network over winter break but found it would be too time consuming to implement, but he reassured us he has some other ideas as to how to make the Kanji recognition system better.

I am looking forward to our meeting Sunday and getting to know the new members of our team even better! Scheduling is proving to be more challenging for us this semester due to the increase in members, but with our daily Scrums and the passion and individual strengths each member is bringing to the team, I am confident our game will succeed.