Bill Adams

Level Designer

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Skills:

  • Level Editors
    • UnrealEd (Unreal 2K4)
    • Radiant (Quake IV)
    • Hammer (Half-Life 2)
    • Scrolling Game Development Kit
  • Modeling and Drawing tools
    • 3DSMax 7
    • Animation Master
    • Photoshop CS2
    • Paint Shop Pro 7
  • MS Office Suite, Project
  • Scripting and Programming
    • Unreal Kismet and Matinee
    • VBScript
    • UnrealScript
    • ANSI C++
    • Lua 5.1
    • Python 2.4 with Pygame 1.7
  • Technical Skills
    • BSP block out and geometry
    • World Object creation
    • Lighting
    • Optimization
    • Game flow design
    • AI pathing
    • Documentation
    • UVW Unwrapping

Game Experience:

  • Brothers in Arms: Hell’s Highway, Gearbox Software Internship.
  • July - September, 2006
    • Created a multiplayer map based on Zaanstad, Holland
    • Used Unreal Engine 3.0 to create BSP structures and scripting with the Kismet Engine
    • Conformed map to the specifications provided by the project leader
  • The Fiona Project , Lead Level Designer, Half-Life 2 team project.
  • September, 2006 – March 2007
    • Leading a team of six level designers to create a dual-player run and gun set in a Russian palace
    • Conceptualized and designed the general layout of the palace
    • Created the lobby and the guard room.
    • Created textured static models of roughly 300 polygons each.
  • Ransacked, Level Designer, Unreal 2K4 team project.
  • January – March 2006
    • Part of an 11-person team creating a Spanish-style multiplayer mod
    • Conceptualized and designed Town level of Puerto Del Ron
    • Created and textured static mesh components used to make the regular buildings.
  • Condemned, Personal Project, Half-Life 2 Single Player Map.
  • October 2006 - March 2007
    • Direct Focus Study involving puzzle design
    • Conceptualized, designed, documented the game
    • BSP, texture placement, lighting, and object placement
  • Steam, Personal Project, Quake 4 Single Player Map.
  • April -- June 2006
    • Direct Focus Study involving puzzle design
    • Conceptualized, designed, documented the game
    • BSP, texture placement, lighting, object placement, emitter placement
    • Entity and GUI scripting implemented
  • Age of Rust: Gremlin, Game/Level Designer, Scrolling Game Development Kit.
  • July – September 2005
    • Worked with artist to create a Celtic environment
    • Game concept and level design.
    • Finite State Machine implementation using VBScript
  • Quarx Deductive Reasoning game.
  • April 2001
    • Created with Microsoft Foundation Classes (MFC)
    • Based off an old C64 game printed in a magazine
    • Uses graphical primitives and mouse input

Work Experience

  • UK Chandler Medical Center, Lexington KY March 1998 – June 2005.
    • Tech Support and Information management in a corporate environment.
    • Handled problems revolving around Windows based machines
    • Installed hardware and software.

Education:

  • The Guildhall at SMU, Dallas, Texas. March 2007
    Certificate in Digital Game Development, Specialization in Level Design
  • University of Kentucky, Lexington, Kentucky. March 1997
    Bachelor of Engineering: Computer Science
    Bachelor of Sciences: Math Science

 
 

Copyright 2006 Bill Adams and The Guildhall at SMU. All Rights Reserved