Game Development Experience
Liquid Development - Damnation | July 2007 - Present
World Builder
World builder on a triple A first/third person shooter title using the Unreal 3 engine to be released on Xbox360, PS3 and PC fourth quarter 2008
- Populated, lit and optimized eight levels
- Worked with offsite teams to identify and resolve gameplay issues
- Conducted design meetings and discussions to develop environments
- Prepared six promotional screenshots for publication
- Trained new employees in lighting techniques to simulate radiosity Unreal 3.0
Ritual Entertainment - Sin Episodes | July -September 2006
Level Designer, Internship
Three-month internship developing multiplayer levels for Sin: Episode 1
- Designed, built, textured, lit and optimized an eight to twelve player deathmatch level
- Wrote the level design document
Master’s Thesis - Environmental Transitions | July 2006 -March 2007
Level Designer
- A nine-month thesis project to evaluate techniques for transitions between varied terrain types
- Designed and created a jungle and desert environment using 3D Studio Max 8 and Photoshop CS
- Conducted qualitative and quantitative user surveys to evaluate the same scene with different transition solutions
- Defended a sixty-six page paper before a panel of industry professionals
Grimoire - Team Half-Life 2 Project | September 2006-March 2007
Level Designer
- A six-month multidisciplinary (four artists, six level designers, five programmers) game project creating a one on one projectile based fighting game using the Half-Life 2 Source engine
- Created preliminary blockout for one of the four levels
- Modeled, textured, and unwrapped 22 static meshes
- Created five environmental textures
- Wrote level design document and asset list
Train Escape - Individual Half-Life 2 Project | September 2006-March2007
Level Designer
- A six-month individual Half-Life 2 project
- Designed, built, textured, lit and optimized a 10 minute Half-life 2 level
- Designed and implemented three puzzle elements
- Designed and implemented nine AI and enemy encounters
- Wrote level design document and asset list
Disgustipator - Individual | Quake 4 ProjectApril-June 2006
Level Designer
- A three-month individual Quake 4 project
- Designed, built, textured, lit and optimized a 10 minute Quake 4 level
- Designed and implemented all AI and enemy encounters
- Wrote level design document and asset list
- Project selected by the faculty for The Guildhall exhibition
DangerBall ’77 - Team Unreal 2004 project | January-March 2005
Level Designer
- A three month multidisciplinary (2 artists, five level designers, four programmers) game project creating a rollerball style team based multiplayer game with the Unreal 2004 engine
- Designed, built, textured, lit and optimized one of the three levels
- Lit and placed assets in an additional level
- Modeled, textured and unwrapped 24 static meshes
- Created seven environmental textures
Education
The Guildhall at SMU Plano, Texas | March-2007
Master’s degree in Interactive Technology, Level Design Specialization
Canisius College Buffalo , New York | April 2003
Bachelor’s Degree in Graphic Design
Skills
Level Editors : Unreal Ed (2.5, 3.0), Radiant (Quake 3, Quake 4), Hammer (Half-Life 2, Sin Episodes), Freeworld 3D 2.2
Level Design Skills : Level flow and layout planning, BSP blockout and detail geometry, optimization, lighting, menu based scripting, static mesh creation (modeling, unwrapping, texturing), texture creation, documentation
Art Software : 3D Studio Max 9, Cinema 4D 8, Photoshop CS2, Illustrator CS2
Documentation Software : Microsoft Office 2003
Source Control Software : Perforce , Tortoise SVN 1.4 |