Technical Skills
| Level Editors: |
Unreal Ed 4 ( Unreal 3.0, Gears of War ), Hammer ( Half Life 2, Portal ), Radiant ( Doom 3, Prey, Call of Duty 4), Unreal Ed 3 ( Unreal Tournament 2004 ), Elder Scrolls Construction Set ( Elder Scrolls 4: Oblivion ), Torque X 1.0, Sandbox 2 ( Crysis ) |
| Level Design: |
Documentation, Flow, A.I. Placement, Model / Mesh Placement, Lighting, Optimization, BSP Manipulation and Generation, Low Poly Modeling, Unwrapping, Texturing, Terrain Editing, Storytelling |
| Programming: | C / C++, C#, Java, Lua 5.1, Kismet, Unreal Script, Doom Script |
| Art Creation: | 3ds Max 9 & 2008, Adobe Photoshop CS2, Google SketchUp 6.0 |
| Software: | Microsoft Visual Studio 2005, Microsoft XNA Game Studio 2.0, Microsoft Visio 2003, Microsoft Office Suite 2003, Subversion - Tortoise SVN 1.4 |
Education
| The Guildhall at Southern Methodist University | Plano, Texas | July 2008 |
Masters of Interactive Technology in Digital Game Development
Specialization: Level Design
| University of Florida | Gainesville, Florida | May 2004 |
Bachelors of Science in Computer Science
Bachelors of Science in Mathematics
Game Development Experience
| EA Tiburon | Apt Team (Flash User Interface) | May - August 2004 |
Tools Software Engineer, Internship
- Created a Windows Form application in C# to display a graph of memory used with Apt
- Created several Flash applets using Action Script for debugging and testing
- Added functionality for rendering different text in Apt
- Participated on discussions for re-factoring Apt code
Independent
| Death From Above | Individual Single Player Gears of War Level |
Level Designer / Scripter
- Created a Level Design Document outlining the co-op experience
- Implemented a two phase boss battle with General RAAM
- Scripted Kryll to fly through over 30 paths in the level
- Scripted Kryll to dynamically interact with the player and other A.I.
- Used static mesh placement, lights, A.I. and kismet to create a realistic environment
- Used Kismet and Matinee to create a custom boss A.I. that moves, speaks, and performs random attacks
- Designed and tailored mini-battles for a co-op experience
| Follow The Leader | Individual Portal Level |
Level Designer / Scripter
- Created a Design Process Document outlining the single-player experience
- A map designed around using energy balls to open various doors and solve puzzles
- Designed and scripted seven puzzles
- Each puzzle is designed to teach the player a new method of using energy balls to solve puzzles
- Each puzzles contains scripted doors, moving platforms, ball launchers, and ball catchers
- Used simple texture combinations to convey solutions to puzzles easily
- Explored verticality as a method of allowing the player to visually understand puzzles
The Guildhall at SMU
| The Ghastlybriar Zoo Incident | Team Half-Life 2: Episode 1 MOD |
Level Designer / Scripter / Programmer
- Created an A.I. Document outlining the A.I. behavior and systems
- Implemented A.I. systems and behaviors: Monkey, Walrus, and a Bird
- Worked with Game Designers and Level Designers to create appropriate testing structure
- Each A.I. has over 40 variables controlling it's behavior
- Created over 20 variables for Level Designers to conotrol A.I. behavior
- Worked with Game Designer and Level Designers to create appropriate testing structures
- Created a whitebox for testing A.I. and setup pipeline for Level Designer to change A.I.
| Aqueducts | Individual Multiplayer Gears of War Level |
Level Designer / Scripter
- Created a Level Design Document outlining the multiplayer experience
- Designed a map based on the visual theme of the Gears of War multiplayer level Canals
- Created three unique and different levels / floors
- Used a symmetric layout, yet asymmetric visual design to create a balanced and visually interesting level
- Used Kismet and Matinee to script a group of three birds to fly around the level
| Hell's Cube | Individual Doom 3 Level |
Level Designer / Scripter
- Created a Level Design Document outlining the single-player experience
- Created four unique rooms experimenting with A.I. movement and behavior
- Scripted 8 Imps to dynamically rotate 180 degrees
- Dynamically managed over 40 complex movers and 30 A.I. using threading
- Created a mini boss battle with a simple trap system
- Used sound, lighting, patches, bsp, and textures to remake the movie: The Cube
- Used moving dynamic lights to create cinema-like effects
| Escape From Ithuria | Team Unreal Tournament 2004 MOD |
Level Designer / Scripter
- A Co-op puzzle platform game with three unique characters and abilities
- Created two low polygon environmental models
- Created three puzzles in the final level
- Created various logical triggers to control sequences of events for puzzle