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Christopher Cotton
Level Designer
c_a_cotton@hotmail.com
(512) 554-8145
http://students.guildhall.smu.edu/~cottonc
6600 Preston Road, Apt.
2324, Plano, TX 75024
Skills
Level
Design:
- BSP based building
- Tile-set based
building
- Terrain generation
- Entity utilization
- Audio usage
- Static mesh placement
- Texturing
- Lightings
- Optimization
- Scripting of events
and AI
- Documentation of game
and level designs
Editors:
- Unreal 3.0 (Brothers
in Arms: Hell’s Highway)
- Unreal 2.5 (Unreal
Tournament 2004)
- Quake 4 Radiant
- Quake 3 Radiant
- Elder Scrolls III:
Morrowind
Construction Set
- Aurora Neverwinter
Nights Toolset
- Scrolling Game
Development Kit
3-D
Modeling/Animation/Texturing:
- 3D Studio Max 8
- Low and medium polygon
modeling
- UVW Unwrapping
- Normal Mapping
- Scene lighting
- Key-frame animation
- Scene assimilation
- Rendering
- Adobe Creative Suite
CS2 (Photoshop,
Illustrator, Image
Ready):
- Texture creation
- Image editing
- Sprite creation
- Montage creation
Related
Skills:
- Scripting Languages:
C++, Visual Basic
- Source control:
Tortoise SVN,
Subversion, Perforce
- Microsoft Office 2003
Suite, Project,
FrontPage
- Traditional Fine Arts:
drawing, painting,
photography
- Storytelling and
creative writing
- Theatre set design
- Audio recording and
editing (Sony Sound
Forge, Audacity)
Game
Creation Experience
Brothers in Arms:
Hell’s Highway -
Gearbox Software
July – September 2006
Level Designer (Intern)
- Worked with a team of
six level designers,
four programmers, and
three artists
- Designed layout and
setting of a multiplayer
prototype map
- Built a BSP block-out
of map
- Built map using BSP
structures, static mesh
placement, lighting,
texturing, and terrain
generation
- Tested prototype
multiplayer levels in a
professional testing
environment
Toybox Heroes
(Multiplayer
Half-Life 2 Team
Project) - The Guildhall
at SMU
October 2006 – March
2007
Lead Level Designer
(Faculty Selected
Position)
- Worked with a team of
seven level designers,
five programmers, and
three artists
- Designed 5+ major
gameplay elements for
the levels of the game
- Reviewed and revised
the layouts of the
levels of the game
- Reviewed and revised
level documentation
- Created a random item
spawner with the help of
programmers and artists
- Scripted and
implemented moving
drawers for the
dollhouse level
- Created detailed BSP
structures for the
dollhouse level
- Modeled, unwrapped and
textured 15+ assets for
the game
- Created task lists and
schedules for the level
design team with the
help of the producer
Dangerball ’77
(Multiplayer Unreal
Tournament 2004
Project) - The Guildhall
at SMU
January - March 2006
Level Designer
- Worked with a team of
five level designers,
four programmers, and
two artists
- Created level
block-out for a mall
level with the
assistance of other
level designers
- Created detailed BSP
structures for a mall
and warehouse level
- Scripted moving
animations for art
assets in a disco and
warehouse level
- Scripted an animated
disco floor texture for
a disco level
- Lighting for a disco
and mall level
- Modeled, unwrapped and
textured 20+ assets for
the game
- Created 15+
environmental textures
for the game
Rescue Mission
(Single-player
Half-Life 2 Level) -
The Guildhall at SMU
October 2006 – March
2007
Level Designer
- Designed layout and
setting of the map
- Created a BSP
block-out of the map
- Built map using
creation of BSP
structures, static mesh
placement, lighting,
texturing, and
optimization
- Scripting of events
and enemy AI
- Created level
documentation
Detour (Single-player
Quake 4 Level) - The
Guildhall at SMU
April – June 2006
Level Designer
- Designed layout and
setting of the map
- Created a BSP
block-out of the map
- Built map using
creation of BSP
structures, static mesh
placement, lighting,
texturing, and
optimization
- Scripted events and
enemy AI
- Created level
documentation
Myni Adventures
(Scrolling Game
Development Kit Game) -
The Guildhall at SMU
July – September 2005
Level Designer/ Artist
- Designed game layout,
setting, and gameplay
mechanics
- Scripted gameplay
events
- Created and
implemented 200+
environmental texture
tiles
- Created and
implemented 10+ animated
sprites
- Created and
implemented sound
effects
Game-Related Experience
Gamestop Retail Outlet
August 2004 – June 2005
Sales Associate
- Worked with people
providing customer
assistance and sales
“The Morrowind Visual
Pack” for The Elder
Scrolls 3: Morrowind
- Created environmental
textures
“The Morrowind Voice
Add-on Project” for
The Elder Scrolls 3:
Morrowind
- Edited voice-over
audio clips and did
voice acting for the
Dagoth Gares character
Experience with other
forms of gaming
- Have played tabletop
board games , tabletop
miniatures games, pen
and paper role-playing
games, and card games
Education
The Guildhall at SMU
March 2007
Certificate in Digital
Game Development,
specialization in Level
Design
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