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Level Design Skills
- BSP block-out and detail geometry
- Lighting
- Optimization
- Level and gameflow planning
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- Gameplay / trigger systems
- Enemy placement and pathing
- Scripting
- Concept and Design documentation
- Asset & Development planning
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Level Editors – UnrealEd, Radiant, Hammer World Editor, Aurora Toolset, and RFG World Editor.
- Environmental Modeling and Texturing Tools – 3dsMax 9, Photoshop CS.
- Scripting – Proficient with menu-based (Hammer-style) scripting methodology.
- MS Office – Word, PowerPoint, Excel, Project, Visual Studio, Perforce and Visual SourceSafe.
Industry Experience
Certain Affinity – 2009 - Present
- Design work on Call of Duty: World at War, DLC 3 "Revolution" MP map.
- Currently working on an unannounced project.
Volition Level Designer 2006 - 2009
- Designed and built 15 single player maps, including the XBL downloadable demo and tutorial map the game. (RFG consist of 40 zones, 22 missions and 93 activities.)
- Created areas for:
- 7 Missions
- 41 Activities
- 4 High Priority Targets (Diversions)
- Created 6 of 8 safehouse areas
- Placement of 300 crystal ore for mining diversion. (salvage collection and XBL achievement)
- Scripting using Volition's proprietary software.
- Polish work and bug cleaning on 12 more maps in unfinished state during end of production and post production period
- Wrote documentation in preproduction
Gearbox Software Lip Sync Localization 2004
- Internship working on Brothers in Arms while attending The Guildhall. Contracted to convert English to Italian lip-syncing using Microsoft Speech Recognition Engine 4.0.
- Gameplay tested first three levels providing detailed feedback to developers at the request of the producer.
Guildhall Projects
Kompressor Level Designer / Environment Artist
- Half-Life 2 total conversion Racing game
- Blockout of 3 test maps in BSP
- Created numerous BSP structures
- Modeled, unwrapped and textured world objects
- Assisted team with documentation and extensive gameplay testing
Hidden Combine Base Level Designer
- Created Hidden Combine Base , a single-player Half-Life 2 map pack. Map was created mostly with displacement maps. Gameplay style is stealth.
- Built with Hammer World Editor. Wrote Concept and Level Design Documents. Meet numerous milestones involving blockout, texturing, lighting, scripted events, enemy placement and item placement.
The Hunt Producer / Level Designer
- Fantasy themed Neverwinter Nights mod with custom assets
- Oversaw a team of artists and level designers in creation of The Hunt, including creating documentation, finalizing decisions, and insuring milestones were met
- Created swamp, tutorial and credits levels
- Modeled, unwrapped and textured 26 world objects
- Wrote documentation
- Extensive gameplay testing and presentation at Guildhall Game Exhibition
Divine Intervention Game Design Lead / Level Designer
- Concept creator. Heaven and Hell themed, rune based multiplayer mode
- Designed, modeled and textured heaven map in Unreal Tournament 2004
- Insured consistency of maps
- Wrote documentation
- Extensive gameplay testing
Dark Elf: Orb of Annihilation - Level Designer / Tileset Artist
- Side-scrolling action adventure game
- Designed castle level for single player 2D game using the Scrolling Game Dev Kit
- Created all tilesets for game
- Wrote and recorded music for both areas
Work experience prior to Game Development
Law Offices of Winstead Sechrest & Minick_____Network Engineer _____Dallas , Texas 2000 - 2004
- Managed systems and servers; Exchange 2000, Backup Exec, IP Pro systems, Library research software and eFax.
Law Offices of Haynes & Boone_____Network Engineer _____________ Dallas , Texas 1996 - 2000
- Troubleshooted various IT problems on a daily basis for hundreds of employees nationwide as well as working on PC and server hardware and software issues.
Education
The Guildhall at SMU. Dallas , Texas
Graduate certificate in Digital Game Development with a specialization in Level Design, December 2005.
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