Interactive Game Design Skills:
- Level Design (BSP, texturing, lighting, model placement, terrain creation, optimization)
- Game Design (concepting, balancing, locks/unlocks)
- Scripting (C++, scripting language, menu-based)
- 3D Modeling (low poly modeling, unwrapping, texturing)
- Technical Writing (documentation, editing)
- Creative Writing (story writing, dialogue writing)
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Programming Skills:
- C++
- LUA 5.1
- Unrealscript
- Radiant Script
- Torquescript
- Visual Basic
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Game Experience:
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The Ghastlybriar Zoo Incident – The Guildhall at SMU
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January 2008-July 2008
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Level Designer (Team Half-Life 2 Project)
- Designed and built the ‘vertical slice’ (Level 1)--responsible for Abstract, LDD, BSP, lighting, texturing, displacement, model placement, entity scripting, and cinematics
- Scripted 10+ additional cinematics featuring animals and characters from the game
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Insurrection – The Guildhall at SMU
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May 2007-August 2007
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Lead Level Designer and Scripter (Team Unreal Tournament 2004 Project)
- Worked with producer and art lead to design, implement, and balance a class-based, objective-based team multiplayer game
- Helped develop the game’s story, 6 new classes, and 15 new weapons
- Led a team of six level designers to develop five team-based, objective-based multiplayer levels by scheduling and running design meetings, interfacing with leads, and standardizing level objectives
- Scripted 15 new multi-player weapons for the game using Unrealscript
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Compromised – The Guildhall at SMU
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March 2008-July 2008
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Level Designer (Individual Half-Life 2 Level)
- Completed initial design, Abstract, LDD, BSP, lighting, texturing, displacement, model placement, AI scripting, 10+ scripted story sequences, and 10+ cinematics
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Escape from Mars City – The Guildhall at SMU
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September 2007-December 2007
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Level Designer (Individual Doom 3 Level)
- Completed design, Abstract, LDD, BSP, lighting, texturing, patches, model placement, 20+ AI encounters, 5+ interactive story sequences, and 15+ GUIs
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Choplifter: Zombie Apocalypse – The Guildhall at SMU
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July 2007-September 2007
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Programmer (Individual LUA arcade game)
- Programmed a top-down arcade style shooter in LUA 5.1, based on existing engine
- Completed new movement functionality, enhanced monster AI, pause, load/save functions, weapons (bombs and guns), terrain generation, and item purchasing
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Cancers – Independent Project
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February 2004-May 2004
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Programmer, Editor, Animator, and Writer (Individual Unreal Tournament 2004 Machinima)
- Created a 30 minute film by completing 100+ scripted sequences and 300+ scripted cameras—synced NPC movement, NPC lipsyncing, camera movement, and scripted events to play back the movie in real-time in Unreal Tournament 2004
- Coded a new lip-syncing system and added new functionality to Unreal Tournament 2004’s AI scripting system, such as NPC alert/relaxed postures and NPC blinking
- Created 50+ new custom animations for UT2004 player models
- Wrote 200 lines of dialogue
- Selected as a finalist in the Machinima category of Epic’s Make Something Unreal Contest in April 2004
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Captain’s Choice – Independent Project
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April 2003
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Level Designer, Scripter and Writer (Individual Neverwinter Nights Module)
- Completed a 30 minute branching quest line with multiple completion paths and multiple endings—designed quest objectives, placed level tiles, and scripted events
- Scripted new AI behavior, 20+ interactive story sequences, and 10+ cinematics
- Wrote 5000+ words of NPC and player dialogue for quests and cinematics
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Devil’s Covenant – Independent Project
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May 1997-June 1998
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Programmer, Level Designer, Editor, Director, and Writer (Team Quake Machinima)
- Led a team of 15 people over 11 months to create a 2 hour, 10 minute film—organized team IRC meetings, coordinated team using e-mail, directed actors during filming, and edited all raw footage into its final form
- Created 10+ new level ‘sets’—completed BSP, texturing, lighting, and scripting
- Programmed significant new game and cinematic functionality, such as allowing players to switch to monster avatars, switch skins, and create ‘hologram’ avatars
- Wrote a 110 page script for Devil’s Covenant
- Devil’s Covenant was published in the Italian Gaming Magazine The Games Machine with a 30,000 copy distribution in the U.K.
- Devil’s Covenant was featured in the Sci-Fi Channel’s Exposure Film Festival in New York, NY in August 2000.
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Level Editing Tools:
- C++
- UED 3.0/3.5 (Unreal Tournament 2004 / 3)
- Radiant (Doom 3 / Quake 4)
- Hammer (Half-Life 2)
- TES Construction Set (Elder Scrolls IV: Oblivion)
- NWN Toolset (Neverwinter Nights)
- Torque Game Builder (Torque 2D)
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Development Software:
- 3D Studio Max 8
- Adobe Photoshop 9
- Adobe Premiere 8
- Microsoft Word 2000
- Microsoft Excel 2000
- Subversion
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Education:
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Masters in Interactive Technology, Digital Game Design
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July 2008
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Specialization in Level Design
The Guildhall at Southern Methodist University, Plano, TX
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B.A. in English Composition
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August 2000
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w/ Technical Writing Certification
University of North Texas, Denton, TX
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Other Skills:
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In addition to my professional and independent game
experience, I also have six years of professional technical writing experience completing large projects for companies such as American Airlines
and FedEx Kinko's, and can provide my professional technical writing resume at your request. Finally, I am an experienced writer of genre fiction
(sci-fi/fantasy) and would be happy to forward creative writing samples if requested.
To keep my resume as brief as possible, I've listed only team and individual game projects I've completed in relatively recent engines.
Please contact me if you would like information about additional projects I've completed, including levels and campaigns for games such
as Quake 2, Descent: Freespace, Doom 2, and X-Wing.
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