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
