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
SOFTWARE EXPERIENCE
- Max
- Maya
- SketchUp
- World Machine
|
- Unreal Editor
- Renderware Studio
- Bigworld World Editor
- Proprietary level editors
|
- Excel
- Visio
- Photoshop
- MediaWiki
|