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Game Development Experience

Closed Sum Games Unannounced Game (PC,Mac,Linux,iOS,Andriod) July 2013 - Present

Programmer / Designer

  • Programmed and designed all content
  • Created scalable UI system across multiple platforms
  • Created scalable Input system across multiple platforms

Me Eat You (iOS) Nov 2012 - July 2013

Programmer / Designer

  • Programmed and designed all content
  • Iterated gameplay and refined controls through vigorous play-testing
  • Optimized and streamlined game content for mobile devices
  • Created iconic VO for primary gameplay actions and complimentary sfx for secondary gameplay actions
  • Created temp 3D, 2D, animation, and vfx art assets
  • Created custom particle editor to extend Unity's base particle editor functionality

Infinity Ward Call of Duty: Ghosts (360,PS3,PC) Nov 2011 - Aug 2012

Designer

  • Scripted combat, vehicles, and cinematic scene in an unannounced level
  • Prototyped a MOBA style game
  • Created new A.I. death interactions and group riot shield behaviors
  • Created and designed stealth A.I. behaviors in tall grass and A.I. dynamically moving grass
  • Prototyped helicopter A.I. to traverse a simple nav mesh and engage other flying A.I.

Call of Duty: Modern Warfare 3 (360,PS3,PC) Aug 2010 - Nov 2011

Designer

  • Scripted all AC-130 gameplay events and wrote dialogue for Iron Lady
  • Scripted several combat sections and cinematic endings for Blood Brothers
  • Prototyped AC-130 and Helicopter Scep-Ops missions
  • Created drivable Coop 3rd person helicopters
  • Scripted destructible objects for singleplayer and multiplayer levels

Critical Mass Interactive Tron: Evolution (Xbox 360, PS3) Mar 2010 - Present

Senior Level Designer

  • Design the layout for four vehicle multiplayer levels
  • Directed a level builder and environment in the creation of level assets and geometry
  • Worked with environment artists and level builders on optimization and various pipeline issues

Ignition Entertainment Reich Downfall (Cancelled Project) Nov 2008 - Jan 2010

Level Scripter

  • Prototyped various events to test: level events, technical limitations, and new mechanics
  • Worked with game designers and level designers on level events, layout, and flow
  • Managed a level scripter with implementing gameplay events for levels
  • Worked with other scripters to create various standards / best practices
  • Created and setup many placeholder materials, animations, vfx, and models during the level creation process

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

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.

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

Technical Skills

Level Editors:

UDK, Unity 4, Unreal 3, Unreal 2, Hammer ( Source Engine ), Radiant, Sandbox 2 ( Crysis ), Elder Scrolls Construction Set
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, Call of Duty Script
Art Creation: 3ds Max 2013, Maya 2013, Adobe Photoshop CS5, Google SketchUp 7.0
Software: Microsoft Visual Studio 2010, Microsoft XNA Game Studio 2.0, SVN, Perforce, Git

Education

The Guildhall at Southern Methodist University Plano, Texas July 2008

Masters Certificate 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