Resume

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Craig M. Bernardo

Level Designer

craig@craigbernardo.com

 

Level Design Skills

  • BSP block-out and detail geometry
  • Lighting
  • Optimization
  • Level and gameflow planning
  • Gameplay / trigger systems
  • Enemy placement and pathing
  • Scripting
  • Concept and Design documentation
  • Asset & Development planning

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.