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- Level Editors: Hammer (Half-Life
2), Radiant (Quake 4), UnrealEd (Unreal Tournament
2004),
Aurora Toolset (Neverwinter Nights), Scrolling Game
Development Kit (2D)
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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
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Unannounced MMORPG, Kings Isle Entertainment |
January – March 2007 |
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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
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The Mole Within, The Guildhall at SMU |
April – September 2007 |
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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
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Haunted, The Guildhall at SMU |
April – September 2007 |
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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
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The Mad Maze, The Guildhall at SMU |
October – December 2006 |
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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
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Faithful, The
Guildhall at SMU |
July – September 2006 |
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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
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Burning Method,
Chilling Technique, The Guildhall at SMU |
July – September 2006 |
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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)
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Mall Security: Takedown!,
The
Guildhall at SMU |
January – March 2006 |
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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
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The Guildhall at SMU,
Plano, Texas |
September 2007 |
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Masters of Interactive Technology, Digital
Game Development, specializing in Level Design |
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Western Michigan University, Kalamazoo, Michigan |
December 1999 |
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Bachelor of Science in Electrical
Engineering |
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Delphi Corporation |
September 2000 – December 2005 |
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Electrical Design
Engineer |
| Worked in a multi-disciplinary team to
design the vehicle interface board for in-car navigation radios per a project
schedule |
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and customer requirements |
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Copyright © 2007 Steven Chew and The
Guildhall at SMU |
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