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Skills
Level Editors: Unreal Engine 3.0 (Singularity, Wolverine), Unreal Engine 2.0 (Unreal Tournament 2004), Hammer (Half-Life 2), Radiant (Quake 4), TES Construction Set (Oblivion, Morrowind)
Scripting: UScript, Kismet, DoomScript, Lua 5.1, C++, C#
Additional Software: Microsoft Office Suite 2003, Photoshop, Open Office, Google Sketchup
Level Design: Documentation, BSP creation, scripting, optimization, lighting
Game Experience
Homefront - Kaos Studios March 2010-Present
Level Designer
- Designed, documented and created half of the the final level in the singleplayer campaign
- Used Kismet to script four of the nine encounters for the level
- Prototyped three other major encounters
- Participated regularly in multiplayer tests to provide feedback and support
Singularity - Raven Software April 2008-August 2009
Level Designer
- Designed, documented, and created four multiplayer maps in Unreal Engine 3
- Designed and created 5+ multiplayer prototype maps
- Used Kismet to create event sequences and Matinees for multiplayer and singleplayer levels
- Worked with the multiplayer team to define gametypes, player mechanics, and weapons
Wolverine - Raven Software July-September 2007
Level Designer - Intern
- Completed paper design, whitebox, and initial scripting of one area using Unreal Engine 3
- Added scripted sequences and integrated cinematics in two existing levels
- Prototyped gameplay scenarios for two levels
- Responsible for secret item placement and documentation in one level
Deja Vudu - The Guildhall at SMU October 2007-February 2008
Level Designer - Team Half-Life 2 Project
- Senior project creating a singleplayer puzzle, adventure game
- Responsible for creating the vertical slice level
- Completed level design document, BSP, texture and entity placement, gameplay scripting
Sector 9 - The Guildhall at SMU October 2007-February 2008
Level Designer - Individual Half-Life 2 Project
- Responsible for all aspects of design and implementation of a singleplayer level
- Contained both indoor and outdoor environments
- Master's Project in Lieu of Thesis concentrating on environmental storytelling
Detour - The Guildhall at SMU April-June 2007
Level Designer - Individual Quake 4 Project
- Designed and built one complete singleplayer level
- Responsible for documentation, BSP, texturing, lighting, and optimization
- Scripted eight different gameplay scenarios
Burgled! - The Guildhall at SMU January-March 2007
Level Designer/Associate Producer - Team Unreal Tournament 2004 Project
- An original game mode combining elements of Onslaught and Assault
- Responsible for team production and gameplay
- Co-built one complete level including BSP, lighting, optimization, and model placement
- Modeled, unwrapped, and textured 25+ static meshes for game levels
- Created game trailer
- Created documentation including: Asset and Development Plan, Overview, Game Mechanics, World Overview sections of the Game Design Document
Ghost Stories - The Guildhall at SMU January-March 2007
Level Designer - Individual The Elder Scrolls: Oblivion Project
- Created a full quest mod for Oblivion including interior and exterior areas
- Built and populated one island, two dungeons, one town, and one side-quest
- Scripted multiple events including: 30+ lines of dialogue, 10+ quest encounters, 25 NPC behaviors and AI routines
Level Design Student July 2006-March 2008
- Created five levels using Unreal Engine 2.0
- Created 30+ assets using 3dsMax 8 and Photoshop CS2
- Designed and built a text adventure in C++
- Designed and scripted an RPG in Lua using an existing graphical engine
Education
The Guildhall at Southern Methodist University, Plano, TX March 2008
Masters of Interactive Technology in Digital Technology
GPA: 3.8
Rocky Mountain College, Billings, MT June 2002
Bachelor of Science in Aeronautical Science
summa cum laude (3.9+ GPA)