work experience should come first - newest to oldest - not oldest to newest.
give the name of the company and title(s) you worked on.
list of titles should come second - might include all titles both self published and those from work in order from newest to oldest.
you mention downloads but not sales. so either your games didn't sell well - which makes you not a good prospect - or they did, and you may leave tomorrow to start your own indie studio - which again makes you a risk. you may want to claim the experience, but not the entrepreneurship. IE drop the sales info entirely.
skills should come third.
for each platform, OS, language, and tool, list the number of years of programming experience.
education should come fourth - newest to oldest. you should list the basic game related subjects studied, such as languages, data structures & algos, graphics classes, AI, math and physics background etc.
i'd drop awards altogether - nothing there really worth bragging about when it comes to game development - MS thanked you for writing a win8.1 game - that's nice. it might even be a minus given the win8 record of success - it may even indicate lack of sense where the market is going that you spent time on a win8.1 game.
sometimes its as important what you don't say as what you do. an awful lot can be read between the lines. and its whats between the lines that really forms the final judgement.
team lead (waving resume): "reading between the lines, here we have a guy that can do X, Y, Z, and W, but has potential issues A, B, and C.. do we want him - yes or no?"
more detail:
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skills section:
none of the stuff under skills/knowledge is special - lose it all - all gamedevs do that. that's probably not what one expects to see under skills. skills are years of experience with platforms, OS's, languages, tools, and particular types of coding such as 2D graphics, 3D graphics, AI , network, or audio.
OS's: how many years coding on each?
languages: how many years of coding in each?
hint: if you don't have a solid year in something, you really shouldn't list it at all.
if you can't say something impressive, do not say anything.
tools:
every game programmer uses a compiler. don't list visual studio. it a rather "no duh! don't we all?" situation.
same idea for eclipse. its just a java IDE. i would think the ability to use ANY IDE would be assumed on the part of any game shop.
same for subversion eclipse version control. the ability to use version control software would be assumed.
same for GIT.
in general it would be assumed you could use the basic tools of the game coding trade: iDE, compiler, linker, debugger, profiler, version control, etc.
HTML5 is a programming language - not a tool. HTML5 = hyper text markup language version 5.0.
likewise, javascript is a language - not a tool.
the andriod SDK is an API. its should be listed under skills with years of android development. i mean - you can't develop for andriod wthout the SDK can you? so adding the sdk as a tool is just "stuffing" your resume to make it look fuller by technically listing things twice. folks look at that and say "either he's trying to fool somebody or he didn't even proof his resume enough to notice he listed the same basic thing twice in two different places - either way - he doesn't make the cut."
XCODE looks to be yet another IDE. IDEs don't count for squat.
UE4 - ok, now THERES a tool finally - how many years? what did you make? is it online? can i see it? whats the link?
Unity3D - another true tool. again - how many years? what did you make? is it online? can i see it? whats the link?
XMI is probably better classified as a language or API/library, not a tool.
Json is another library/API, not a tool.
JSP is another language extension / library / API - not a tool. library or language? your call.
tools are things like UE5, 3DSMAX, SoundForge, etc. IE they're basically apps. game engines are really just highly configurable apps.
you may want to add a separate section for APIs and libraries you know, such as android SDK, Json, winAPI, or something like bullet or havok, or dx12, etc. its a little clearer than having to infer it from other sections (IE 2 years android development under the OS's section implies 2 years android SDK experience).
your number of years of experience in languages, specialized types of coding (3D, AI, physics, etc), tools, and APIs will be the quick measure of your worth.
so what would that look like?
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WORK EXPERIENCE:
Y games (name of company, titles worked on, position title, start and end date) y comes first, as its your most recent job.
what you did: (reading between the lines)
you published 5 mobile games - what kind? can i see them? whats the link? your game on the bosses computer is the best darn resume you could ever fricking have. i'll bet every team lead wishes they could just get a link, download and run the game and go "Wow! hire this guy! NOW!'.
the remaining activities listed under Y games (optimization, marketing, and metrics) can all more or less be assumed on the course of self publishing 5 mobile games.
reading between the lines - you had a lot of downloads, but don't mention sales, so perhaps there's something wrong with the games. you also provide no links. where are these games? where's your proof? are you going to make me google everything? (APIs and IDEs and other stuff you mention that the reader may not be familiar with if all they use is frostbite for example)
http://www.frostbite.com/
X games (name of company, titles worked on, position title, start and end date)
what you did: (reading between the lines)
* you wrote a screen scaler. ok, a little 2d graphics experience there - we all learn the basic algo to scale a bitmap at some point. also some cross platform development experience - always a good thing - it demonstrates flexibility and adaptability.
* you did some web development - it was for a game, but it wasn't technically game development - it was just web development.
* AI programming - ok, now we're getting somewhere. FYI, in american english its a "decision tree" not a "decider tree". remember what i said about reading between the lines? correct and precise terminology is an absolute must! - or you'll look like you don't exactly know what you're talking about. but AI programming is definitely good.
* prototyping - what? what did you implement? if its prototyping, it should be cutting edge, this is the true measure of what you've done and can do.
TITLES WORKED ON (newest to oldest)
game name, game type, what you did on the project. if the game sold well, you can mention it. otherwise don't. downloads don't mean sh*t. its all about your download to sales conversion rate, with 1% considered good. if the game was free with adware, say so. if it made money, say so. otherwise don't say anything. again, downloads don't mean sh*t - dollars are what matters. provide a link to a playable version if possible.
as mentioned in other posts to this thread, when you're the sole developer, you want to list what was cool and unique and ground breaking and cutting edge about your games - IE the cool features. this is the time to brag about your work. <g>. "its does this and that and the other thing and no other game ever did it before and now they all do!" - that kind of stuff. for games where you weren't the sole coder, list the features you did. without links,
i have no idea what kind of games these are. but i can tell you that mobile limits what you can do - IE you can't clone skyrim onto a mobile, due to hardware limitations as to just how much game you can make. you may need more than a mobile game to impress a company that makes the likes of skyrim. or maybe not - back ops 3 worked just fine on a nintendo ds. are you building that caliber of game - or something somewhat less than that? what is impressive all depends on one's point of view, and what one has already accomplished themselves. and you're trying to impress some rather accomplished people. game development can be one of the most complex software engineering exercises on the planet - right up there with implementing entire OS's and WAN systems from scratch. so it tends to have many of the best and brightest, who sacrifice a bit of job security for the chance to do cool stuff. needles to say, they will be a little harder to impress than your typical HR bureaucrat. studios want extraordinary people with extraordinary skills and talents.
SKILLS:
Os's: windows, linux, mac, andriod. how many years of coding for each? less than one good year doesn't count at all.
langauges: how many years of each? HTML5 and such go here too!
tools: UE4 and unity, how many years of each? might want to get UE5 on there to keep current.
APIs: winSDK? andriod SDK. any directX? OGL? how many years with each one?
libraries: Json, XMI, etc. how many years with each one?
EDUCATION:
University X game programming degree (not completed) include the GTA and GDC stuff, its good. the reputation of the shcool will matter. list what you have learned and will learn: graphics, AI, etc.
University Y CS degree (non-engineering).
you may want to go into your education as far as math and physics goes. do you know analytic geometry? trig? linear? numerical methods? discrete mathematics? how many years of physics have you taken?
ok, now for devils advocate
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i'm a team lead, on a big project (total budget in the millions). somehow i get a hold of this resume.
i see c++, c#, XML, cross-platform, basic 2 graphics, a little AI, good enough to be a teacher's aid in algos and data structures - that's got to count for something. practically no experience in the AAA industry though it seems. looks like the job at company Y is self employed - which really doesn't count unless you'e written a hit (or two or more). unfortunately these days, writing 5 mobile apps with unity is nothing really special. writing a hit is something different. without game titles and links i can't judge the work. (but the portfolio link should handle that - haven't taken a look yet). i see little in the way of lower level API experience. no directX, no Ogl, not even bullet physics, much less havoc. unless your games are something like black ops 3 for mobile, i'd have to say its "just another guy writing simple mobile apps with unity". given how flooded that market is, odds are it'll be hard to do an outstanding game that would impress the likes of an EA or Bethesda.or Rockstar.
i'll take a look at the portfolio.- ah, no can do. its not a real link. i'll just assume its your typical unity mobile app fair. frankly that wouldn't even impress me. and i'm just an indie.
bottom line: if you want to impress somebody, you have to do something impressive. have you done that yet? without seeing your games, so far it does't look like you have (from a team lead frostbite user's point of view).
most of the things are simply related to writing good resumes. you can find lots of info online about that.
but it also looks like you're only about half way though collecting a list of accomplishments that would impress a AAA studio. its really hard to say without seeming the games, but i suspect you need to take your game development to the next level - IE build something more impressive than you have to date.