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RESUME

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Jason Morales

Game Level Designer

1417 Sparrow Drive • Little Elm, TX 75068 • (972)347-3603

Marblesxiii@gmail.com

http://students.guildhall.smu.edu/~jmorales

 

WORK EXPERIENCE                                                                                                 

·         Paradigm Entertainment Inc./ THQ                                                          2006-2008

o        Stuntman: Ignition

§         Ported Xbox 360 Levels to the PS2

·         Optimized Levels to Run on the PS2

·         Refined Gameplay to Adjust for PS2 Limitations

·         Rescripted AI

§         Manually assigned Terrain Cell Loading

o        PEI Game Next

§         Blocked Out (Blueboxed) levels in Maya

§         Led a small group of designers to investigate and document the Online Presence for the PEI Game Next

§         Investigated and documented creatures

§         Investigated and documented Boss fights

§         Investigated and documented Multiplayer Modes

 

·         America's Army Contract Work [Unreal Editor] 6 Person Team                              2006

o        Created One of Five maps.

o        Developed and Documented map concept from scratch.

o        Created map using existing America's Army assets (No custom content).

o        Polished all maps for post Gold release.

 

·         NOME Federal Credit Union [Banking Industry] Collection & Lending Manager 1996-2004

o        Managed and maintained a 35 million dollar portfolio

o        Managed a department of eight people

o        Created a “Lending Matrix” to help streamline and automate the application process

o        Created the workflow pipeline for loan applications using Loanworkstation by CUSA technologies.

 

GAME MOD EXPERIENCE                                                                                    

 

·         Kompressor [Half Life 2] Gearhead Games (Guildhall) 11Person Team                  2005

o        Appointed by faculty to the Lead Level Designer position

o        Part of two person team that created the core game play mechanics

o        Designed one of two maps

o        Researching and documenting building techniques

o        Textured and lit Final Map

o        Placed prefab BSP structures in Final Map

o        Placed Props (Static Meshes) in Final Map

o        Placed game play entities in Final Map

o        Directed fellow students and delegated tasks


·         The Hunt [Neverwinter Nights] Burnt Toast Studios (Guildhall) 10 Person Team 2005

o        IGF 2006 Finalist for Neverwinter Nights Mod of the Year

o        Appointed by fellow students to the Lead Level Designer position

o        Designed and scripted the Boss Fight Sequence

o        Designed and scripted the Crafting System

o        Designed and scripted Creature AI [Hunting Behavior of pet companion; Bug and Bug nest Behavior]

o        Created three of eight maps within the mod

o        Responsible for  scripting nearly all of the scripts

o        Responsible for the integration of nearly all game play features, dialogues and maps

o        Directed fellow students and delegated tasks

 

·         Ascension [Unreal Tournement 2004] Argonaut Associates 10 Person Team           2004

o        Appointed by faculty to the Team Lead position

o        Directed fellow students and delegated tasks

o        Concepted and built one of five levels

o        Created & imported textures using Photoshop CS

o        Created & imported world objects using 3D Studio Max 6

o        Directed fellow students and delegated tasks

 

·         Bubba's Bug Bomb Bonanza [Scrolling Game Development Kit] 3 Person Team   2004

o        Designed all of the game play

o        Designed and created one of two levels

o        Implemented all game play features on both levels

o        Created tiles using Photoshop CS

o        Created tiles using 3D Studio Max  renders

 

EDUCATION                                                                                                                

 

  • The Guildhall at SMU(2005)Certificate in Digital Game Development, specialization in Level Design
  • Tulane University (2004)Computer Information Systems

 

Tools                                                                                                                                

o  Hammer World Editor: Source [Half Life 2]

o  Unreal Editor [Unreal Tournement 2004]]

o  Aurora Tool Set [Neverwinter Nights]

o  Radiant [Quake 3]

o  Adobe Photoshop

o      3D Studio Max 6

o      Maya 6.5

o      MS Office Suite

o      Programming Language C

o      Windows Movie Maker

 

SKills                                                                                                                               

o  Scripting (menu and code based)

o  BSP block-out and detail geometry creation

o  Mesh Creation

o  Optimization

o  Bot AI and Pathing

o  Game Mechanics Design and Implementation

o  Concept and design documentation writing

o      Level and Gameflow Planning and Design

o      Strong Communication Skills

o      Excellent Teamwork

o      Experienced with Crunch Time

o      Excellent Problem Solving Skills

o      Capable of learning complex systems rapidly

o      Experience training others

 

 

© Jason "MarblesXIII" Morales 2008
marblesxiii@gmail.com