Resume.doc             Resume.pdf             Resume.txt

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