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RANCE S. WOOD

Position Sought: Level Designer, World Builder, Game Designer

GENERAL SKILLS

Level Editors: Hammer, Radiant, UnrealEd, and Scrolling Game Development Kit
Modeling and Texturing Tools: 3DS Max and Photoshop
Scripting: Text-based (Radiant) and Menu-based (Hammer) scripting
Production Tools: Word, Excel, PowerPoint, Project, and Tortoise SVN
Traditional Art Skills: Model building and rough concept sketches

LEVEL DESIGN SKILLS

  • Concept and design documentation
  • Level and game flow planning
  • Enemy placement and pathing
  • BSP block-outs and detail geometry
  • Gameplay / trigger systems
  • Scripting
  • Static mesh creation
  • Optimization
  • Materials and shaders
  • Lighting
  • Texture creation and placement

WORK EXPERIENCE

THE GUILDHALL AT SMU
SHANTYTOWN - Single Player Adventure – Half Life 2
Level Designer Jan-June 2006
Assisted in Level Design planning and creation of the Half Life 2 mod Shantytown

  • Creation of custom world objects in 3DSMax
  • Photoshop creation of unique textures for surfaces and objects
  • Gameplay team member, created and maintained game flow and player experience

BETWEEN THE TICKS - Single Player FPS – Half Life 2
Level Designer Jan-June 2006
Solely produced concept and design for a single player map using the Hammer editor in Half Life 2 for a Directed Focus Study [DFS]

  • Thorough documentation creation and upkeep
  • Engine function research and implementation
  • Map layout
  • Gameplay balancing

SANDSTORM - Single Player FPS - Call of Duty
Level Designer July-Dec 2005
Collaborated as a level designer in the third level of Sandstorm, a Call of Duty mod

  • Photoshop creation of unique textures and signs
  • Creation of custom world objects in 3DSMax
  • Testing for and solving of issues during development

MINDRUNNER - Single Player FPS - Doom 3
Level Designer July-Dec 2005
Solely produced concept and design for a single player map using the Radiant editor in
Doom 3 for a Directed Focus Study [DFS]

  • Document creation
  • Engine function research and implementation
  • Map layout
  • Gameplay balancing


FIREBLOOD - Single Player RPG - Neverwinter Nights
Level Designer Jan-June 2005
Designed the “Ice Caves” area of Fireblood, a single player RPG Neverwinter Nights mod

  • Map design and documentation
  • Terrain and object creation in 3DSMax
  • Photoshop texture creation for terrain and objects
  • Item placement and balancing
  • Encounter creation and balancing

Assistant Game Designer
Acted as Assistant Game Designer for the project, served as the student in charge of gameplay, storyline, item and skill balancing

  • Document creation and upkeep for all aspects of gameplay and storyline
  • Integrated new gameplay features and functions into game design
  • Balancing of items and powers within the player gameplay experience
  • Used knowledge of game rule sets to create similar play feel within a completely new setting
  • Managed sudden changes to game design from engine restrictions and capabilities
  • Game encounter creation and balancing

ASCENSION - Single Player FPS - Unreal Tournament 2004
Level Designer Oct-Dec 2004
Designed “Temple,” level for Ascension, a multiplayer deathmatch Unreal Tournament 2004 mod

  • Map design and layout
  • Item placement and balancing
  • Gameplay balancing

MARTIAN MAYHEM - Side Shooter - Scrolling Dev Kit
Level Designer July-Sept 2004
Created the 2D side scrolling game Martian Mayhem for the Scrolling Development Kit

  • Map design and layout
  • Engine function research and implementation
  • Collaboration with art students for asset creation
  • Texture and sprite creation and placement

TERMINAL REALITY
BLOODRAYNE - Third Person Shooter
QA Tester 2002
Acted as a Quality Assurance Tester on the multiplatform published game Bloodrayne at Terminal Reality

  • Bug testing, discovery, and documentation
  • Error tracking
  • Communicating with designers on bug fixes and solutions
  • Collaborating with design team on gameplay and balance issues


EDUCATION
The Guildhall at SMU
June 2006 (pending)
Southern Methodist University, Dallas Texas
Master’s Certificate of Digital Game Development,
Level Design Specialization

 

Resume Downloadable Files:
> pdf file
> Word file


Copyright © 2006 by Rance Wood and The Guildhall at SMU. All rights reserved.