Chetan Bedi Level Designer / Scripter beditheory@gmail.com www.beditheory.com Cell: 352-848-5266 _____________________________________________________________________________________________________ Game Development Experience _____________________________________________________________________________________________________ Ignition Entertainment Unannounced Game (Xbox 360, PS3, PC) 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 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 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 players 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 Map Level Designer / Scripter * Created a Design Process Document outlining the single-player experience * Designed a map around using energy balls to open various doors and solve puzzles * Designed and scripted seven puzzles * The design of each puzzle teaches the player a new method of using energy balls to solve puzzles * Each puzzle contained scripted doors, moving platforms, ball launchers, and ball catchers * Used simple texture combinations to convey solutions to puzzles easily * Created tight optimized BSP, used simple textures, and well placed lighting to highlight 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 * Each A.I. has over 40 variables controlling it's behavior * Created over 20 variables for Level Designers to control A.I. behavior * Worked with Game Designers and Level Designers to create appropriate testing structures * Created a whitebox for testing A.I. and setup pipeline for Level Designers 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 visual theme of 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 visual interested map * 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 too 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 Technical Skills _____________________________________________________________________________________________________ Level Editors: UDK ( Unreal 3.5, Unannounced Game ), 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 ), Torque X 1.0, Sandbox 2 ( Crysis ), Elder Scrolls Construction Set ( Elder Scrolls 4: Oblivion ) Level Design: Documentation, Flow, A.I. Placement, Model / Mesh Placement, Lighting, Optimization, BSP Manipulation Generation, Low Poly Modeling, Unwrapping, Texturing, Terrain Editing, Storytelling Software Languages: C / C++, C#, Java, Lua 5.1, Kismet, Unreal Script, Doom Script Art Creation: 3ds Max 9 & 2010, Adobe Photoshop CS2, Google SketchUp Pro 7.0 Software: Microsoft Visual Studio 2005, Microsoft XNA Game Studio 2.0, Microsoft Visio 2003, Microsoft Office Suite 2003 Subversion - Tortoise SVN 1.6, Open Office 3.1 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