Resume

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Software________________________________________________________________________________

  • Level Editors – UnrealEd (Unreal Tournament 2004, Unreal 3, Gears of War ), Aurora Toolset( Neverwinter Nights ), Radiant (Quake 4, Call of Duty ), Warcraft 3 World Editor, Hammer (Half-Life 2), Titan Quest Editor (Titan Quest)
  • Art tools – 3DSMax 8 , Photoshop CS2, Autodesk Maya 8 , Deep Paint 3D, Shader FX, Adobe After Effects
  • Other Software – Visual Studio .NET 2003, Microsoft Office 2003 Suite, Context, SourceSafe, Tortoise SVN, Subversion, Perforce

Skills___________________________________________________________________________________

  • BSP block-out
  • Detail geometry
  • Static mesh creation
  • Low Polygon Modeling
  • High Polygon Modeling
  • Unwrapping
  • Normal map creation
  • Texturing
  • Lighting
  • Terrain creation
  • Scripting ( Kismet, Hammer )
  • Level optimization
  • Design and project planning documentation
  • Entity Placement
  • Populating levels to correspond to art direction
  • Level and game flow planning
  • AI Pathing

Experience_______________________________________________________________________________

Professional Game Experience

Call of Duty: World at War - Activision / Treyarch Feb 2008 – Currently

Multiplayer Level Designer

  • Collaborated closely with Lead Level Builder to prototype, block out, and iterate on several multiplayer maps
  • Collaborated with Lead MP Designer to provide feedback on weapon systems and multiplayer game modes
  • Designed two shipping multiplayer maps from blockout to completion including playspace design, map flow, geometry, terrain , and model placement
  • Collaborated with Art Director to establish visual aesthetics for the levels to meet the art direction
  • Collaborated with the art department for needed models and materials
  • Optimized multiplayer maps to meet set design standards

Richard Garriot's Tabula Rasa - NCSoft / Destination Games March 2007 – Feb 2008

World Designer

  • Collaborated with mission designers to create play spaces that correlate to mission designs
  • Completed 6 instances from the visual aspect including blockout, lighting, prop placement, sound, and visual effects placement
  • Terrain creation and painting via in-house tools
  • Map optimization on all instances created as well as 3 different world maps
  • Created all necessary documentation on completed instances
  • Basic scripting ( zones and teleporters )
  • Collaborated with artists to communicate needed models and assets

Phoenix River - The Guildhall at SMU September 2006 – March 2007

Level Designer

  • Created Level Design Document along with development plan and asset list to complete level within Half Life 2
  • Designed, blocked out, and created detailed BSP geometry to create the areas of the level
  • Painted terrain deformation within displacement geometry to create a believable and natural environment
  • Populated levels with enemies and pickups
  • Applied lighting to the entire level
  • Created over 20 scripted events within the level
  • Created 10 custom textures

Toybox Heroes - The Guildhall at SMU January – March 2007

Level Designer - IGF Winner

  • This project recently won its category in the recent IGF Competition, details can be found at: http://www.gamesetwatch.com/2008/07/2008_igf_showcase_winners_aust.php
  • Part of an 15-person team creating a arcade style fighting game in the Half-Life 2 Source engine
  • Created needed documentation and development plan needed to complete level
  • Built, textured, and optimized the level in Half-Life 2
  • Created the lighting themes on all of the three levels within the project
  • Scripted some smaller events within the level
  • Worked with technical aspects in the editor to create particular lighting and effects in the levels
  • Created a shader to be applied to characters and other plastic objects.
  • Worked with artists and programmers to bring the demo level to life by implementing gameplay assets created for the prototype

Power Station - The Guildhall at SMU March 2006 – June 2006

Level Designer

  • Created needed documentation and development plan needed to complete level
  • Built, textured, and optimized the level in Quake 4
  • Populated level with enemies and pickups
  • Created many different pieces of detail geometry using “patches” within the editor, such as pipes and the main power node
  • Created and applied lighting scheme to the entire level

SiN Episodes Multiplayer Deathmath - Ritual Enterainment July – September 2006

Level Designer Internship

  • Part of an 9 - person inter-disciplinary team working in the Source Engine modifying SiN Episodes content ( 3 artists, 5 Level Designers, 1 Programmer )
  • Completed level blockout and creation on my own
  • Populated level with models to follow the theme of the level
  • Lit entire level and placed all gameplay entities
  • Created 5 models and textures needed for new environment
  • Created all necessary documentation needed to complete project

Element - The Guildhall at SMU January – March 2006

Lead Level Designer

  • Part of an 11-person team creating a fantasy-style multiplayer project within Unreal Tournament 2004
  • Created 12 models and textured 5 that would be used within the world
  • Created 30 different textures that were used as world textures, such as wood, stones, and organics
  • Created the lighting themes for two out of the three levels within the project
  • Managed the level designers to ensure consistent and enjoyable gameplay
  • Setup particular tasks and due dates for level designers within the team
  • Worked with artists and programmers to bring the demo level to life by implementing the gameplay assets

CG Film Experience

Genesis OrlandoOrlando, FL August 2003 – September 2004

Environmental Artist / IT / Scene Setup

  • Created hundreds of assets with Alias Maya used within the movie set of the film Tugger: The Jeep Who Wanted to Fly
    ( http://www.imdb.com/title/tt0464280/ )
  • Utilized Maya Nurbs and Poly Modeling tools to design and create environments and architecture
  • Given creative freedom to complete the look of the sets
  • Utilized Maya Dynamics System to create particle effects, rigid and soft body effects
  • Used broad base of knowledge and competency in core hardware and operating system technologies including installation, configuration, diagnosing, preventive maintenance and supporting internal network
  • Responsible for backup of the film and all created assets

Education

The Guildhall at SMU March 2007

Certificate in Digital Game Development Specializing in Level Design

A++ Certified September 2001

 

contact: adam@adamreynolds.net Phone: 401-741-6849

All work copyright © 2006 Adam Reynolds and The Guildhall at SMU