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My resume is available in several formats.

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-| Plain Text File - (EricYoung_Resume.txt) |-

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Or you could scroll down, as it is provided below.

 

 

Eric Young

46 Silver Maple Place   Spring, TX, 77382     (713) 562 – 5030     Eric@EricYoung.org     EricYoung.org

Technical Skills                                     

Editors: Unreal 3 (Brothers in Arms), Hammer (Half-Life 2), Radiant (Quake 4), Unreal 2(Unreal Tournament 2k4), Aurora (Neverwinter Nights and Neverwinter Nights 2)

Level Design: Gameplay, Scripting, Storytelling, AI encounters, BSP construction, Terrain Editing, Environment Design, Visibility, Lighting, Optimization, Flow, Pacing, Atmosphere

Scripting: Lua 5.1, Radiant (Quake 4), UnrealScript, Javascript, Hammer entities, Aurora (NWN)


C++ Programming:  DirectX, OpenGL, Networking, Input, UI, File Management, XML

3ds Max 8: Object/character modeling, UVW unwrapping, bone rigging, animation

Photoshop CS2: World object and environment textures, 2D Sprite Animation

Level Design Experience           

Brothers in Arms: Hell’s Highway                                                                                           July -September 2006
Gearbox Software, Level Designer
Multiplayer Prototyping

  • Three month internship with Gearbox Software in Plano, Texas
  • Designed, tested, and iterated prototype multiplayer maps in UnrealEd 3
  • Created five debugging maps for use by the Testing Manager

Toybox Heroes                                                                                                         September 2006 - February 2007
The Guildhall, Level Designer
Half-Life 2 Team Project

  • 2-4 player 3D fighting game capturing the console experience
  • Designed, documented, and co-created the BSP, terrain, lighting, and gameplay of the “Sandbox” level
  • Created, unwrapped, and textured six models used in the game

The Jester’s Price                                                                                                                  January - March 2007
The Guildhall, Level Designer
Neverwinter Nights Module                                                                                                                                                             

  • Contains action-oriented puzzles with heavy scripting
  • Puzzle systems designed with modular architecture, allowing customization by any designer

Mandate of Liberation                                                                                              September 2006 - February 2007
The Guildhall, Level Designer
Half-Life 2 Individual Project|

  • Single player Half-Life 2 map exploring the consequences of player choice
  • Built BSP, applied textures, designed lighting, optimized visibility
  • Scripted optional side-missions, with complex interactions based on the order of completion
  • Extensive use of AI controllers to create tactically challenging encounters

MCC Inquisitor                                                                                                                                   April - June 2006
The Guildhall, Level Designer
Quake 4  Individual Project

  • Single-player map focusing on scripted story telling and complex encounters
  • Built BSP, applied textures, designed lighting, optimized visibility
  • Utilized the Marine Ship assets as an original combat setting
  • Created a scripted NPC companion to guide the player and tell the story

Element                                                                                                                                      January - March 2006
The Guildhall, Level Designer
Unreal Tournament 2004 Team Project                                                                                                                                         

  • Designed, documented, and created “The Factory” level
  • Built BSP, applied textures, designed lighting, optimized visibility
  • “The Factory” contained dynamic elements to alter the atmosphere as the match progressed
  • Created and unwrapped over a dozen models used in the project

Programming Experience         

The EYngine -  External personal project                                                                                         Fall 2005 - Present

  • 2D DirectX game engine with 3D capability built from scratch in C++, on own initiative
  • Impulse-driven 2D physics engine with a priori primitive collision and reaction
  • Dynamic editor allows level and rule changes during runtime

 

Endless Adventure - ASCII Console game in C++                                                                                                  October 2005

  • ASCII - based graphical RPG in the spirit of Rogue and Nethack
  • Mouse-driven interface with dynamic, draggable windows for menus, text log, and inventory
  • Maps, items, and monsters controlled by customizable text files

Education                                      

The Guildhall at SMU   Plano, Texas                                                                                                                          March 2007
Certificate in Digital Game Development: Specialization in Level Design
3.8 Cumulative GPA

Other Experience                        

Neobox - Computer Sales and Repairs                                                                                   July 2004 - January 2005

  • Computer Technician
  • Built custom systems from base components, repaired OS installations, recovered hard drives
  • Head of RMA department - filing and paperwork for manufacturer returns and repairs
  • Handled nightly deposit, customer service, inventory, sales

Hobby Gaming - Recreational gaming with various groups

  • Pen and paper - Wrote and played campaigns for D&D, Deadlands, Shadowrun
  • Miniatures - Warhammer Fantasy and 40K, Mordeheim, Battlefleet Gothic
  • Board and card games -  Magic, Settlers of Catan, Munchkin

Creative Pursuits - Exploring self-expression

    • Writing - Short stories, fantasy and science fiction
    • Drawing - Live models in charcoal or graphite, still life, fictional landscapes

     

     

 

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