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Contact Information |
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Phone:
214.394.0609 |
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blacjosh@hotmail.com |
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Skills |
- Level Editors – Hammer
World Editor (Half-Life 2), Radiant (Quake 4),
UnrealEd
(Unreal Tournament 2004), Warcraft 3 World Editor, 3D
Studio Max 8, Scrolling Game Development Kit
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- Level Design Skills –
BSP Editing (Additive and Subtractive), Patch Editing,
Terrain Editing, 2D Tile-Based Editing, Lighting, Entity
Placement, Cinematic Sequences, Physics Systems,
Importing Textures, Importing Models, Documentation
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- Scripting/Programming
Languages – Lua 5.1, DoomScript, UnrealScript,
Source Scripting, C++
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- Art Tools – 3D Studio
Max 8, Adobe Photoshop CS2, Microsoft Visio 2000
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- Video/Sound Tools –
Adobe Premier Pro 7, Audacity 1.2.2
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- Office Tools –
Microsoft Office Suite 2003 (Word, Excel, Outlook,
Publisher, Office)
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- Testing/Game Design Skills
– Tuning and Balancing, World Design, Pen and Paper
RPG System Design, Game Design Documentation, Pitch
Documentation, Bug Documentation
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- Additional Skills –
Game Criticism and Journalism, Basic Conversational
Japanese
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Game Development Experience |
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SpiderMonk Entertainment |
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Level Designer, Internship |
July – September 2006 |
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Unannounced Project – 3D Console Title |
| Level
Designer |
- Created prototype level in 3D Studio Max 8
- Modeled 14 modular level components , each closely
matching project concept art
- Developed and documented game and level design from
lead designer's core ideas
- Wrote 12 cutscene scripts and worked with concept
artist to produce storyboards
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| Ready 2
Rumble – Mobile Title, Upcoming Release by Zingy |
| Additional
Design and Quality Assurance |
- Wrote gameplay tutorial, boxer victory, boxer loss,
and announcer dialog
- Tested over 15 game iterations and tuned/balanced gameplay within
project lead's guidelines
- Maintained bug list and verified all software fixes
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Six
Shooter: Most Wanted – Mobile Title, Released October 2006 by
Hudson Entertainment |
| Additional
Design and Quality Assurance |
- Designed 11 single-player missions, each featuring a
variation of one of seven
mini-games
- Wrote 16 mission introductions, win messages, and
loss messages
- Edited Game Design Document and pitch documents
- Used proprietary animation tool to adjust mini-game
pacing and optimize assets
- Tested over 12 game iterations and tuned/balanced gameplay within
project lead's guidelines
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| The
Guildhall at SMU |
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| Grimoire
– Team Half-Life 2: Deathmatch Project |
| Level
Designer /Game Designer |
September 2006 – March 2007 |
- Responsible for game systems design and overall
project vision from concept to completion
- Scripted three interactive arena events, including
surprised crows and large breakable floor
- Designed nine spells, combo system, and basic
mechanics for projectile-based
fighting game
- Wrote gameplay portion of Game Design Document and
compiled all
project documentation
- Selected by faculty to be game designer for a team
of five programmers, four artists, and six level
designers
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| The Heist
– Individual Half-Life 2 Level |
| Level
Designer |
September 2006 – March 2007 |
- Designed, documented, blocked-out, and polished
single-player level based on the Hero's Journey
- Scripted all level events and mechanics, including
stealth-enabling AI behavior and helicopter rescue
sequence
- Placed static objects, physics objects, lights, and
area portals after crafting BSP level geometry
- Created full Level Design Document and Scripting
Flowchart
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| The
Odysseus – Individual Quake 4 Level |
| Level
Designer |
March – June 2006 |
- Created and documented single-player level with over
15 minutes of polished gameplay
- Scripted destructible objects and AI behavior for 21
enemies, including a
mech-based battle
- Used patches and textures to create five distinct
starship interiors matching
Quake 4 art style
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| Great
Winter – Team Unreal Tournament 2004 Project |
| Level
Designer /Game Designer |
January – March 2006 |
- Designed, documented, blocked-out, and polished
fjord-themed multiplayer level
- Modeled, unwrapped, textured, and imported nine
level objects, including a
Dwarven steamship
- Used artist-created textures to develop lightning,
steam, and magical effects
- Co-designed three original weapons and five
team-based power-ups
- Wrote Game Design Document and worked with artists
to create project
Pitch Document
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| Age of
Rust: Sidhe – Team Scrolling Game Development
Kit Project |
| Level
Designer /Game Designer |
July – September 2005
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- Designed and created a 20-minute 2D platformer level
using tile-based editor
- Devised dodging and combat challenges based on
flying mechanic
- Edited sound effects and produced opening and
closing themes
- Wrote and laid-out Game Design Document
and Pitch Document
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| "Graphics,
music, level design, gameplay -- nearly top notch job all around!" |
| - Scrolling
Game Development Kit author Ben Marty on Age of Rust: Sidhe |
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Education |
| The
Guildhall at Southern Methodist University - Plano, Texas |
Masters of
Interactive Technology: Digital Game Development, Specialization in
Level Design |
March 2007 |
| GPA: 3.9 |
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| The
University of Alabama - Tuscaloosa, AL |
Bachelor of
Arts: Telecommunication and Film, Specialization in Film |
May 1997 |
| GPA: 3.6;
National Merit Scholar |
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Related Experience |
| Foreign Teacher; AEON
West Japan |
2003 – 2005 |
| Technical Support
Specialist; Books-A-Million |
2001 – 2003 |
| Lead Videogames Editor;
Hecklers Online |
1998 – 2001 |
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Played and reviewed over 200 PlayStation, Dreamcast, and PC games |
Teaching Assistant:
Media Writing; The University of Alabama |
1997 – 1998 |
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