Timothy Locke
Level Designer|Environmental Artist
Individual Work
Team Projects
Models
Downloads
Resume/Contact
Resume/Contact
Download Resume: Word Document PDF
Email: tlocke6@gmail.com

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