RESUME
Download Resume:
(.pdf format) Susan J. Arnold
Level Design
Megan Court 10312 • Frisco, TX 75035 • (972)804-3905 • susn_7@yahoo.com • http://students.guildhall.smu.edu/~sarnold
Skills
Level Editors:
- Unreal Ed 2 (Unreal Tournament 2004)
- Unreal Ed 3 (Brothers in Arms: <Hell’s Highway>)
- Radiant (Quake 4)
- Hammer (Half-Life 2)
Level Design Skills:
- Level layout and concept sketching
- BSP blockout, terrain creation, lighting, and optimization
- Level game flow planning
- Static mesh creation (modeling, unwrapping, texturing, & normal mapping)
- Texture creation
- Level design documentation
Art Tools:
- Photoshop CS2
- 3ds Max 8
Tools:
- Word
- PowerPoint
- Project
- Excel
- Tortoise SVN
- Subversion
Game Experience
Brothers in Arms: <Hell’s Highway>, Gearbox July - September 2006 Level Designer / World Builder
- Unreal Ed 3 Team Project
- Part of 15 person team working on multiplayer prototype
- Sketched initial design for “destroyed town” level
- Laid out terrain and built BSP geometry for “destroyed town” level
- Tested and implemented gameplay changes for “destroyed town” level
The Fiona Project, Guildhall September 2006 - March 2007 Level Designer / World Object Builder
- Half-Life 2 Team Project
- Part of 15 member team to produce Devil May Cry - style project
- Blocked out gameplay areas for the courtyard and ballroom
- Textured, lit, and optimized the courtyard and ballroom
- Made 12 static meshes (model, unwrap and texture) for the game
City 7, Guildhall September 2006 - March 2007 Level Designer/ World Object Builder
- Half-Life 2 Individual Project
- Created concept layout and design sketches
- BSP blockout of gameplay
- Textured, lit, and optimized level
- Created three static meshes (model, unwrap and texture)
- Scripted sequences for player encounters including scenes foreshadowing future gameplay mechanics, AI encounters, and moveable objects
Cannon, Guildhall March - June 2006 Level Designer/ World Builder
- Quake 4 Radiant Individual Project
- Created concept layout and design sketches of the five rooms
- BSP blockout of gameplay
- Refined lighting, AI interactions, and detailed BSP
- Created level design document
- Modified three emitters from Quake 4 base
Dangerball 77, Guildhall January - March 2006 Level Designer/ World Object Builder
- Unreal Tournament 2004 Team Project
- Part of 11 member team that produced Rollerball / Tony Hawk - style project
- Blocked out gameplay for disco level
- Produced 17 static meshes (model, unwrap and texture) and 20 textures for disco level
- Placed all lights, projectors and actors in disco level
- Created initial disco level design document
- Completed 12 static meshes (model, unwrap and texture) and 14 textures for the warehouse and mall levels
Ode to New Belgium, Guildhall November 2005 Level Designer/ World Object Builder
- Unreal Ed 2004 Individual Project (Remake of Quake 3’s DM17)
- Sketched, blocked out, and completed gameplay area
- Produced 16 static meshes (model, unwrap and texture) and four textures inside play area
- Created three emitters using Unreal’s particle system
- Scripted AI for bar area and ‘beer bottle’ launcher
- Created level design document
Iron Meg, Guildhall July - September 2005 Level Designer/ World Builder
- Scrolling Game Development Kit Team Project
- Part of three person team that produced a 2D, top-down action-adventure game
- Sketched, blocked out, and completed final gameplay
- Produced 173 (64x64 pixel) texture pieces for three environments
- Scripted using SGD special functions, including map switches, buried treasure, and end game scenarios
- Completed concept, level design, and game design documents
Education
The Guildhall at SMU, Plano, TX March 2007 Masters of Interactive Technology, specialization in Level Design GPA: 3.6
Austin College, Sherman, TX May 2004 Bachelor of Arts in Biology, Art Minor GPA: In-major: 3.7/4.0 Overall: 3.4/4.0
All work copyright © 2006 Susan Arnold and The Guildhall at SMU