Ryan Dunagan

Level Design Portfolio

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Ryan Dunagan

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

600 S. MacArthur Blvd Apt 625                                                                                              Phone – 972.745.0504

Coppell, Texas 75019                                                                                                                    rdunagan@smu.edu  

 

downloads

  My resume is available for download in these formats:          Doc              Txt              PDF

 

Skills

  • Level Editors – UnrealEd, Radiant, and Hammer
  • Modeling and Texturing Tools – 3dsMax 7, Photoshop CS2
  • MS Office – Word, PowerPoint, Excel, Project

 

Level Design Skills

 

  • BSP block-out and detail geometry

  • Static mesh creation

  • Modeling

  • Unwrapping

  • Texturing

  • Lighting

  • Optimization

  • Level and gameflow planning

  • Enemy placement and pathing

  • Concept and Design documentationAsset & Development planning

 

Game Project Experience                                                      The Guildhall at SMU

 

   Weekday Warrior - Level Designer                                               January 2006 – June/2006

  • Weekday Warrior is a single player, adventure game created with the Half-Life 2 engine

  • Co-designed the “Destroyed City” level

  • Implemented enemy pathing

  • Built numerous BSP structures

  • Modeled, unwrapped and textured world objects

 

   Gordon’s Run - Level Designer                                                        January 2006 – June 2006

  • Gordon’s Run is a single player level set in the Half-Life 2 universe and made with the Source engine

  • Designed, built, textured, and lit the map

  • Implemented enemy pathing

  • Wrote all Level Design documentation

  • Modeled, unwrapped and textured world objects

 

   Sandstorm - Level Designer                                                              July 2005 – December 2005                       

  • Sandstorm is a single player, squad based, modern combat, desert warfare tactical shooter made with the Call of Duty engine

  • Built numerous BSP structures

  • Implemented enemy pathing

  • Modeled, unwrapped and textured world objects

  • Co-wrote all documentation

  

   The Shortcut - Level Designer                                                       July 2005 – December 2005

  • The Shortcut is a single player, survival shooter created with the Doom 3 engine

  • Designed, built, textured, and lit the map

  • Implemented enemy pathing.

  • Wrote Concept and Level Design Documents

 

   Blood Ritual - Level Designer                                                       April 2005 –June 2005

  • Blood Ritual is a team based CTF/Deathmatch hybrid mod for Unreal Tournament 2004

  • Designed, built, textured, and lit Nakjiik Jungle map

  • Wrote Concept and Level Design Documents

  • Modeled, unwrapped and textured world objects

 

   D.R.O.P.  - Level Designer                                                                 January 2005 – March 2005

  • Designed and created “Flying Level” for single player 2D game using the Scrolling Game Development Kit

  • Wrote major Level Design Document

  • Co-wrote Game Design Document

 

Education

 

   The Guildhall at SMU, Dallas, Texas                                                                              June 2006

  Certificate in Digital Game Development with a specialization in Level Design

 

   The University of Texas at Austin, Austin, Texas                                                    May 2004

  B.A. in English 

 

Work Experience

 

Account Assistant, Ketchum Public Relations        Dallas, Texas                     2004 - 2005                    

  • Supported the PR effort of the Nokia N-Gage

  • Created media lists of target media for the phone and all games

  • Created briefing books for media tours to prepare producers and PR representatives for everyone member of the media who will interview them

  • Compiled clip reports of every N-Gage mention in print, broadcast, radio and the internet in the United States and Canada, and then determined PR value of each clip

 

Senior Teller, Bank of America                                           Austin, Texas                    2001 - 2004                      

  • Customer relations

  • Taking transactions

  • Balancing drawers

 

Copyright © 2006 by Ryan Dunagan and The Guildhall at SMU. All rights reserved.