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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
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- 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
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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 Orlando – Orlando, 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
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