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    Skills

  • Level Editors: Hammer (Half-Life 2), Radiant (Quake 4), UnrealEd (Unreal Tournament 2004),                                      Aurora Toolset (Neverwinter Nights), Scrolling Game Development Kit (2D)
  • Level Design Skills: BSP Blockout and Editing (Additive and Subtractive), Terrain Editing, 2D Tile-Based Editing,        Level and Game Flow Planning, Lighting, Entity Placement, Level Optimization, Static Mesh Creation (Modeling, UVW Unwrapping, and Texturing), Level and Game Design Documentation
  • Scripting Languages: Lua 5.1, Doom Script, NWN Script, Visual C++, and Visual Basic
  • Art Tools: Autodesk 3D Studio Max 8 and Adobe Photoshop CS2
  • Documentation Tools: Microsoft Office 2003: Word, Excel, PowerPoint, Project, FrontPage

 

    Game Experience

    Unannounced MMORPG, Kings Isle Entertainment January – March 2007   
    Level Designer Internship (team of 15+ people)
  • Designed and built eight modular adventure zones, starting with paper designs to world building using a proprietary toolset
  • Implemented in-game quests using a proprietary toolset, and worked with the programmers to identify bugs and fixes to the quest system
  • Documented lessons learned and a tutorial for the quest system
  • Implemented a naming system for various player equipment
    The Mole Within, The Guildhall at SMU  April – September 2007   
    Level Designer, Masters Thesis (individual project)
  • Research project on how to efficiently create non-linear gameplay within a given playspace by reusing game assets and gameplay scripting
  • Half-Life 2 single-player level that provides the player with gameplay choices on how to proceed in the level
  • Designed and built two gameplay areas including interior and exterior spaces using BSP brushes, static and physics objects, and lighting
  • Reused gameplay areas to create different gameplay scenarios for the player depending on their gameplay choices and approach to the level
  • Conducted playtesting, analyzed the results, and compiled a list of lessons learned for the Masters Thesis
    Haunted, The Guildhall at SMU April – September 2007   
    Level Designer (team of 14 people)
  • Half-Life 2 survival horror project where the player must defend themselves against the reanimated corpses called the Haunted, and make their way out of the city alive
  • Scripted the car light puzzle sequence, as well as implemented various enemy encounters across the city streets
  • Designed and built the interior of the abandoned theatre using BSP brushes, static and physics objects, and lighting in collaboration with another Level Designer
  • Integrated different sections of the level together in collaboration with other Level Designers
    The Mad Maze, The Guildhall at SMU October – December 2006   
    Level Designer, Directed Focus Study (individual project)
  • Quake 4 level where the player makes their way through the maze while making meaningful choices that affect the playing experience
  • Designed and built four zones in the level, where the player chooses a starting path in the first zone with the option to switch paths in the following zones, each with its own rewards and challenges
  • Scripted 15+ game events, including enemy encounters and puzzles
    Faithful, The Guildhall at SMU July – September 2006   
    Level Designer (team of ten people)
  • Unreal Tournament 2004 project where the player battles against others in a team of up to four to collect energy resources and gain the highest points
  • Designed and built an underground Strip Mine using multiple terrain zones, water volumes, movers, and particle effects
  • Modeled, unwrapped, and textured 15 unique meshes for the mine
    Burning Method, Chilling Technique, The Guildhall at SMU  July – September 2006   
    Game Designer/Scripter (individual project)
  • Lua 5.1 project where the player levels up using a skill-based system, with the objective of defeating the main boss
  • Designed and implemented a skill-based level up system where the player allocates skill points after gaining enough experience by killing monsters
  • Scripted single target and area of effect (AOE) direct damage and freeze/damage over time (DOT) effects, as well as separate combat formulas for the monsters (collision with the player) and the player (left-click on an adjacent monster)
    Mall Security: Takedown!, The Guildhall at SMU January – March 2006   
    Game Designer/Level Designer (team of three people)
  • Top-down 2D game where the player tries to escape from a mall parking lot with stolen goods while avoiding the patrolling security guards
  • Created seven texture tilesets including buildings, walls, roads, and trash cans
  • Scripted game elements including random item pickup generator, player stats, menu displays, timing of changes to character sprites, and event triggers

 

    Education

    The Guildhall at SMU, Plano, Texas September 2007   
    Masters of Interactive Technology, Digital Game Development, specializing in Level Design

 

    Western Michigan University, Kalamazoo, Michigan December 1999   
    Bachelor of Science in Electrical Engineering

 

    Work Experience

    Delphi Corporation September 2000 – December 2005   
    Electrical Design Engineer
     Worked in a multi-disciplinary team to design the vehicle interface board for in-car navigation radios per a project schedule
     and customer requirements

 

Copyright © 2007 Steven Chew and The Guildhall at SMU

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