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Resume

 
Contact Information
Phone: 214.394.0609
blacjosh@hotmail.com
 
 
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
  • 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
  • Scripting/Programming Languages – Lua 5.1, DoomScript, UnrealScript,
    Source Scripting, C++
  • Art Tools – 3D Studio Max 8, Adobe Photoshop CS2, Microsoft Visio 2000
  • Video/Sound Tools – Adobe Premier Pro 7, Audacity 1.2.2
  • Office Tools – Microsoft Office Suite 2003 (Word, Excel, Outlook, Publisher, Office)
  • Testing/Game Design Skills – Tuning and Balancing, World Design, Pen and Paper RPG System Design, Game Design Documentation, Pitch Documentation, Bug Documentation
  • Additional Skills – Game Criticism and Journalism, Basic Conversational Japanese

 

Game Development Experience
SpiderMonk Entertainment
Level Designer, Internship

July – September 2006

 
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
 
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
 
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
 
The Guildhall at SMU
 
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
 
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
 
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
 
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
 
Age of Rust: Sidhe – Team Scrolling Game Development Kit Project
Level Designer /Game Designer

July – September 2005

  • 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
"Graphics, music, level design, gameplay -- nearly top notch job all around!"
- Scrolling Game Development Kit author Ben Marty on Age of Rust: Sidhe
 
 
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
 
The University of Alabama - Tuscaloosa, AL
Bachelor of Arts:
Telecommunication and Film, Specialization in Film

May 1997

GPA: 3.6; National Merit Scholar
 
 
Related Experience
Foreign Teacher; AEON West Japan

2003 – 2005

Technical Support Specialist; Books-A-Million

2001 – 2003

Lead Videogames Editor; Hecklers Online

1998 – 2001

    Played and reviewed over 200 PlayStation, Dreamcast, and PC games
Teaching Assistant: Media Writing;
The University of Alabama

1997 – 1998

 


All work is copyright 2006 Josh Black and The Guildhall at SMU.