Email: eengland@smu.edu
Phone: 214.264.0457
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Resume Masters Thesis Level Design
Liz England
Level Designer
6820 Preston Rd., Apt. 322
Plano, TX 75024

SKILLS

  • Level Design: world building, gameplay implementation, scripting (VBScript, UnrealScript, Lua, C++, JAVA), documentation (Concept, Level Design, Game Design), asset placement
  • Engines: UnrealEd (Unreal Tournament 2004), Radiant (Quake III  and Quake 4), TES Construction Set (Oblivion), Hammer (Half-Life 2)
  • Other Software: Visual SourceSafe, Perforce 2007, Microsoft Office Suite 2005, 3D Studio Max 8, Adobe Photoshop CS2
     

GAME EXPERIENCE

Saint's Row 2 - Volition Inc.
Xbox 360 & PS3 Game
Designer (Intern)
July 2007 - September 2007

  • Developed on a 260 devkit in various design roles
  • Scripting the first pass of three missions using Lua and in-house editors
  • Used the cut-scene editor to create fly-by intros to five missions
  • Write dialogue (400+ lines) for minor characters to be recorded by voice actors
  • Reviewed and wrote feedback on gameplay

Deja Vudu
Half-Life 2 Project
Game Designer & Level Designer
October 2007 - March 2008

  • Created game design for a puzzle-adventure game
  • Oversaw implementation of the design among a 12-person team
  • Wrote and updated the Game Design Document
  • Scriptwriting for story development
  • Placed final models, textures, decals, and lighting in various parts of the levels
  • Modeling, unwrapping, and texturing about 15 art assets

Spaceballs
Half-Life 2 Project
Level Designer
October 2007 - March 2008

  • Designed and documented a 10-15 minute single-player level
  • Used the Hammer editor for BSP work, lighting, texturing, prop placement, and 3D skybox
  • Created and implemented innovative puzzle gameplay using resources in Half-Life 2
  • Scripted main gameplay elements through Hammer's I/O scripting system

Aurora
Quake 4 Project
Level Designer
March 2007 - August 2007

  • Designed and documented a five-minute single-player level
  • Level design using Radiant mimicking the art and architectural style of Quake 4
  • Scripted sequences with AI, lighting, particles, and audio using DoomScript
  • Scripted custom GUI screens and effects

Boogey Ball
Unreal 2004 Project
Co-Lead Level Designer
January 2007 - March 2007

  • Created and updated game design, level design, and art asset documentation
  • Shared responsibility for the "Museum of Unnatural History" level, creating final BSP and placing final environmental textures and static meshes
  • Assigned roles for art assets
  • Created all environmental textures (40+) for the game, as well as 35 static meshes

Port Umbra
Oblivion Project
Level Designer and Writer
January 2007 - March 2007

  • Used Oblivion's toolset to create a unique world space and six interior spaces
  • Designed and implemented five detailed quests with interchanging storylines
  • Wrote and implemented over 20 NPCs with extensive dialogue
  • Scripted special NPC interactions, such as a prison break and conversations among NPCs

Finders Keepers
2D Puzzle-Platformer
Game Designer and Level Designer
July 2006 - September 2006

  • Write concept and game design documents
  • All level design for a series of non-scrolling puzzles, including tile, sprite, and trigger placement
  • Tile-based environmental art
  • Programmed core puzzle gameplay in VBScript
     

EDUCATION

GUILDHALL AT SMU
Masters of Interactive Technology in Digital Game Development, specializing in Level Design, March 2008
GPA: 3.7

MARIST COLLEGE
B.A. in English Literature, May 2006
GPA: 3.7

OXFORD UNIVERSITY, ST.CATHERINE'S COLLEGE
Study Abroad, October 2004 - June 2005
GPA: 3.8