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TECHNICAL SKILLS |
DESIGN SKILLS |
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- Documentation
- BSP
- Lighting
- Detail work
- unwrapping
- Custom shader and materials
- Custom meshes
- Scripting
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- Game balancing
- Game flow planning
- Dialog, story-boarding, machinema
- AI programming, placement, path finding
- Optimization
- Asset & development planning
- Project planning (Agile-Scrum, Waterfall, RAD,
Joint, and Spiral development cycles
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LEVEL EDITORS |
APPLIcATIONS |
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- Half Life 2 Hammer 4.1, Face Poser 1.0
- Quake 4 Radiant 1.1
- Unreal 2 and Unreal 3 UnrealEd 3.0 and 2.7
- Neverwinter Nights Aurora toolset vts030
- TorqueX, Scrolling Game Dev Kit
- Doom Editing Utility, Age of Empires II editor
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- 3D Studio Max 8
- Photoshop CS2, Flash MX, Dreamweaver MX
- Adobe Premier 6.0, Media100 11.5
- MS Applications: Visual Studio 2005, Office 2003,
Project 2003, Visio 2003
- Audacity 1.2.6, Acid 2.0, Cakewalk 2
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LANGUAGES AND PROTOCOLS |
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- Doom Script, Unreal script
- Lua 5.1, NWScript
- C, C++, C#, Assembly
- XML, XSLT
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- Java, JSP, Flash MX, Action Scripting
- Visual Basic, VB script
- HTML, DHTML, Javascript, CGI
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GAME EXPERIENCE |
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Unannounced title - Game Designer (Internship)
- Part of a 100+ interdisciplinary member team working on the game's flagship levels four week documented level development culminating as an in-game department demonstration
- Presented an analysis of similar games to the design departments
- Introduced and demonstrated four new cinematic gameplay experiences
- Documented and tracked over 50 quality assurance issues
- Documented five "how-to" tutorials for other level designers
- Constructed three frameworks for programmers to demonstrate AI path-finding and behavior
Haunted - Faculty Selected Associate Producer and Level Designer - Half Life 2
- Led a 14 person interdisciplinary team to develop a single player full conversion Half-Life 2 horror survival mod
- Designed and implemented an Agile – Scrum production system
- Implemented the game designer conditions of satisfaction
- Designed, built, textured, lighted, and scripted the tutorial level
- Created 90+ environmental models plus compiled and imported them into the game.
- Scripted 3 choreographed scenes in an interactive gameplay style
- Playtested for quality assurance
- Produced the asset and development plan
Hirim Mines - Level Designer - Half Life 2
- Designed and created a Single Player level based in a deserted energy mine
- Presented the LDD to fellow level designers featuring super gravity gun gameplay expanded gameplay which included illustrations, encounter maps, and progression chart
- Expanded four new gameplay experiences based on the Super Gravity Gun
- Gameplay scripting (automated guns and energy receptacles powering bridges & doors)
- Scripted multiple AI encounters, and prioritized hot areas for autoguns
Omega Plague: UK - Level Designer - Unreal Tournament 2004
- Deathmatch level based in a dark Steampunk near-future
- Designed and implemented 23 static meshes, 20 textures, and 4 zombie skeletal meshes
- Developed an illustrated LDD Document with story arc, scripting plan, and encounter maps
- Redesigned entity behaviors (zombie melee combat, four zombie custom sound and damage schedules, smart health pickups, custom shotgun, custom game type, and background story camera sequence)
Yip Sauce - Level Designer - Neverwinter Nights
- Designed and created a single player module helping a village establish a new food source
- Detailed and scripted 14 NPC dialog trees, some encompassing 50+ decision factors
- Scripted 14 NPCs for daily routines varying depending on five times of day
Exodus - Level Designer - Quake 4
- Designed and created a single player Sci-Fi level focusing on meaningful player decisions
- Planned and developed four gameplay changing choices and scripted four AI cinematic scenes
- Created 24 custom NPC audio assets, 8 new NPC definitions, and 4 GUIs
Circus in the City - Game Designer - Scrolling Game Development Kit
- Designed and created a single player educational 2D children’s game about geography
- Coordinated efforts with an artist to build six quad-directional sprites
- Scripted events such as timing queue, weight balance, timer, HUD hints, tutorial, AI behavior, and custom collision system
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EDUCATION |
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Master of Interactive Technology in Digital Game Design September 2007
Specialization in Level design
Bachelor of Science in Computer Science December 1999
- Secretary for ACM
- Member of Pi Mu Epsilon (Math Fraternity) and Math Club
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SELECTED RELATED ACHIEVEMNTS |
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- Suggested, planned, and developed several new alternative company revenue streams
- Set new revenue records by planning, implementing, and supporting Internet marketing packages up to $500,000
- Reduced Internet maintenance time up to 50% by developing intelligent user-friendly client/server applications
- Trained and managed 10+ team members, providing 150% development speed increase
- Set up and administered data management networks involving Windows, Linux, and Macintosh platforms
- Developed complex modules including encryption, color geometry, and 3D graphics
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WORK EXPERIENCE |
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| KWCH 12, Media-General, Inc. |
Interactive Media Production Coordinator 2002 - 2006
- Managed writers and designer teams
- Coordinated video, e-commerce, and quality assurance projects
- Administered Internet efforts for 3 departments (Sales, News, and Promotions)
- Engineered customized Internet applications
- Managed Internet customer service and product support
E-business Development Director 1999 - 2002
- Managed programmer and designer teams developing various flagship cutting edge 2nd generation multi-tier e-commerce applications
- Setup and maintained in-house and remote networks/servers
- Documented complex code and made technical usage help manuals
- Performed system analysis and resource management
| K-State Computer Network Services |
Lead Student Operator 1996 - 1999
Scheduled and oversaw optimal program execution and quality assurance
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