Resume: 3-19-2010

  • For a printable version of my resume, please click here! – Resume 3-19-2010 PDF
  • More details about each project can be found by following the links embedded in my online resume, or by using the menu navigation above
  • References are available through my Linked In page (Link authorization required) or upon request

OBJECTIVE

I seek to join a dedicated, high quality development team working on an ambitious project where making a great game and having a lot of fun go hand-in-hand.

QUALIFICATIONS SUMMARY

  • Wide range of experience in multiple genres and platforms from mobile devices to MMOGs
  • Excellent team building, management, and interpersonal skills
  • Strong technical understanding of world and level building
  • Professional game art experience

PROJECT HISTORY

Lead World Designer Unannounced MMOG (PC) 2006-2009
Slipgate Ironworks – San Mateo, CA
  • Hired and managed a team of world designers through several iterations of the game’s core design up through early production
  • Designed the overall world layout and worked with art, systems design, story design, and production teams to define overall content scope for the game
  • Prototyped level layouts in the Bigworld world editor and SketchUp
  • Authored detailed zone design documents
  • Worked with production and art leads to define world/art production processes and goals
  • Evaluated world building tool sets and worked with internal and external tools teams to create proprietary tools
  • Formulated world building guidelines used by world designers and environment artists
  • Initial design for quest, inventory, monster stats/abilities systems
Level Designer Gauntlet : Seven Sorrows (Xbox, PS2) 2005-2006
Midway Home Entertainment – San Diego, CA
  • Scripted various cooperative game levels using Renderware Studio
  • Worked with environment artists to modify level layouts
  • Scripted in-game cinematics
  • Placed and scripted environmental effects
Multiplayer Level Designer Area 51 (Xbox, PS2) 2004-2005
Midway Studios – Austin, TX
  • Designed and scripted various multiplayer levels using a proprietary tool set (B52)
  • Prototyped scalable mulitplayer level designs
  • Modeled and textured environment props
  • Provided final lighting, placed all sounds, and scripted environmental effects
Artist / Level Designer Red Faction (N-Gage) 2003-2004
Monkeystone Games – Dallas, TX
  • Modeled, textured, and designed level layouts in 3DSMAX
  • Modeled, textured, rigged, and animated characters
  • Created main menu and in-game GUI
Artist Congo Cube (PC, Mobile Devices) 2002-2003
Monkeystone Games – Dallas, TX
  • Created background illustrations, pixel art, 2d animation, main menu GUI, promotional art, and logo design

EDUCATION

Associate of Science in Computer Animation 2001-2002
Full Sail Real World Education – Winter Park, FL
  • Specialized coursework in 3d art and animation
  • Class Valedictorian

SOFTWARE EXPERIENCE

  • Max
  • Maya
  • SketchUp
  • World Machine
  • Unreal Editor
  • Renderware Studio
  • Bigworld World Editor
  • Proprietary level editors
  • Excel
  • Visio
  • Photoshop
  • MediaWiki