Skills
_________________________________________________________
Level Editors: Unreal 3 Editor and Unreal 2K4 Editor, Radiant (Quake 3, Quake 4), Hammer (Half-Life 2, Sin Episode: Emergence), Torque X
Level Design Skills: Level and game flow planning, documentation, BSP blockout, model texturing, terrain painting and deformation, lighting, optimization, scripting (input/output and code based), AI pathing, trigger systems,
Art Tools: 3D Studio Max 8, Photoshop 4.0 to CS2, Macromedia Fireworks 3.0 to MX 2004
Scripting/Programming Languages: Lua, C#, DoomScript, UnrealScript, HTML, PHP, MySQL, VBScript
Documentation Tools: Microsoft Office 2007: Word, Access, Excel, Visio, PowerPoint and Project
Source Control Tools: Perforce, Tortoise SubVersion 1.4, SourceSafe
Professional Experience
_________________________________________________________
The LEGO Group – LEGO Universe (shipped)
Louisville, CO\
May2009- Nov2011
Senior Level Designer
- Designed and implemented four content zones, and assisted in all of the zones in the game, using a proprietary editor
- Scripted two boss encounters, a mini-game, and numerous player interactions and scripted events using LUA
- Coordinated and designed new features for the proprietary editing tool
- Trained two junior level designers, and helped manage their workload
- Managed content production for one full content zone
- Created Best Practices documentation for all level designers
- Worked with programmers to develop new gameplay features and add functionality to LUA game messages
- Managed the design and implementation of the player pet system
Cheyenne Mountain Entertainment – Stargate Worlds
Phoenix, AZ
October 2007- Present
World Builder II
Designed, painted and deformed terrain for fourteen visually unique worlds using Unreal 3 Editor, including defining techniques used by the whole team
Designed and implemented gameplay on three worlds, including cover mesh placement, BSP blockout, enemy placement and mission objectives
Collaborated with artists and content designers to design layouts for two worlds
Advised and implemented gameplay changes on three worlds designed by other world builders
Located and documented terrain bugs during iteration process
Guildhall/Microsoft - XNA Project Plano, TX
April - September 2007
Lead Designer
Managed 3 designers using the Scrum methodology, including making bi-weekly tasks for the team
Member of a team that created a starter kit for Torque X.; an interface that allows non-programmers to create 2D games compatible with the XBOX 360 XNA
Designed three 2D games for the XBOX 360 based on previous Guildhall games
Designed and implemented 1 to 3 levels for each of the games
Assisted the coders with implementing new components for the starter kit and ensured usability by future designers
Wrote instruction documents, and a simple game tutorial for the starter kit
Ritual Entertainment – Sin Episode: Emergence
Plano, TX
July – September 2006
Level Design Intern
Created an arena map in an existing Sin Episodes: Emergence environment using the Sin SDK
Built, textured, lit and optimized deathmatch level
Designed original deathmatch level, in an original environment using Sin assets in Hammer SDK
Designed and implemented arena gameplay, rebuilt three areas for better player flow
Created automatic doors to allow the player to run though the level without slowing down
Game Experience at The Guildhall at SMU
_________________________________________________________
The Fiona Project, Half Life 2 Team Project
September 2006 – March 2007
Level Designer / Producer
Faculty selected producer for a team of 15 students: three artists, six level designers and six programmers
Constructed 2 ˝ of the 11 rooms in the game; blocked out BSP, textured, lit, and implemented gameplay elements
Created 10 world models (modeled, unwrapped and textured) and created five game textures
Created Asset List and Development Plan for the whole team
Created and maintained weekly task lists for team members
Collaborated daily with leads and other team members from programming, artists and other level designers
Master’s Thesis Project
September 2006 – March 2007
Researched and wrote the Master’s Proposal about how level designer’s use visual cues to manipulate players into making decisions on navigating though a play space
Blocked out BSP, textured, lit, and placed gameplay elements in thirteen rooms in Hammer SDK
Interviewed participants, compiled, and analyzed the data
Work Experience
_________________________________________________________
Texas A&M University, College Station, TX
October 2004 – June 2005
Programmer / Analyst
Redesigned graphics and maintained the Presidential library website
Created photo submission and event notification systems for Library Staff using PHP and MySql
Converted eight university websites to Plone, a Content Management System using Python
Jackson County MO Prosecutor’s Office, Kansas City, MO
April 2002 – July 2003
Strategic Plan Coordinator
Coordinated development of strategic plan for the repassage of the anti-drug sales tax program, which funds over 80 government and community agencies
Designed print media for various departments in the prosecutor’s office
Improved the anti-drug sales tax website and supervise site webmaster
Planned county-wide events for students and honored members of the community
Education
_________________________________________________________
The Guildhall at SMU, Plano, TX
March 2007
Master’s in Interactive Technology, Specialization in Level Design
GPA 3.7
Loyola University, New Orleans, LA
May 2001
Bachelor’s Degree in Graphic Design
GPA 3.0