main ~ levels ~ resume
 
 
Skills
  • Concept and Design Documentation
  • Level and Gameflow Planning
  • Asset and Development Planning
  • BSP Block-Out and Texturing
  • Enemy Placement and Pathing
  • Gameplay / Trigger Systems
  • Scripting
  • Portaling
  • Lighting
  • Optimization

Software

  • Level Editors - CoD Radiant, Bungie Tech, RFG World Editor, UnrealEd, Hammer, and Aurora Toolset
  • Graphical – 3DSMax, Maya, PhotoShop and Illustrator
  • Scripting – Proficient with menu-based (Hammer-style) scripting methodology
  • Data Management – Perforce, Source Depot and Visual SourceSafe

Experience

Certain Affinity..........................................................................................................2009 - Present

  • Halo: Combat Evolved - 10th Anniversary
  • Created Fire Fight Co-op map "Installation 04" and multiplayer map remake "Battle Canyon".
  • Responsible for importing the original Battle Creek map into the Reach engine. Set up all gameplay modes. Used 3DS Max for iterating geo, texturing, lighting and portaling.
  • For Fire Fight map Installation 04 I was responsible for importing original single player space and customizing it to fit FireFight gameplay. Scripted map using LISP methodology.
  • Finished out project as only designer on the team from final stages to gold. Responsible of all 7 maps plus 6 remake variants for the last 3 milestone of the project. Responsible for resolving a bulk of the overall design bugs.
  • Led 4 testers in managing 6 classic variants.
  • Halo Reach - DLC 2
  • Created multiplayer map "Highlands" for "Defiant" map pack DLC 2.
  • Responsible for creating level design document and 2D layout. Used 3DS Max for blocking out map, texturing, lighting and portaling. Set up all multiplayer gameplay modes.
  • Playtested and iterated map for best possible results for all multiplayer gameplay modes.
  • Call of Duty: Black Ops - Release and DLC 1
  • Created multiplayer maps "Crisis" for release and "Discovery" for First Strike map pack DLC 1.
  • Responsible for creating level design document and 2D layout. Used 3DS Max for blocking out map, texturing, lighting and portaling. Set up all multiplayer gameplay modes.
  • Playtested and iterated map for best possible results for all multiplayer gameplay modes.
  • Call of Duty: World at War - DLC 3
  • Co-designed multiplayer map "Revolution".
  • Created all skybox vistas and themes for 5 interiors. Detailed interior and exterior spaces.

Volition.........................................................................................................................2006 - 2009

  • Red Faction: Armageddon
  • Worked during preproduction phase for 3 months.
  • Created several prototype maps.
  • Wrote tutorial doc and trained 4 designers on how to use the editor.
  • Red Faction: Guerrilla
  • Worked on single player portion of game from preproduction to gold.
  • Wrote level design documentation in preproduction.
  • Designed and built 15 single player zones, including the XBL downloadable demo and tutorial map. (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 the 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 resolving on 12 more maps in unfinished state during end of production and post production period.

Gearbox...................................................................................................................................2004

  • Brothers in Arms: Road to Hill 30
  • Internship 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.

Education

The Guildhall at SMU.
Dallas , Texas

Graduate certificate in Digital Game Development with a specialization in Level Design, December 2005.