Education
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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
The Guildhall at SMU
| The Ghastlybriar Zoo Incident |
Team Half-Life 2: Episode 1 MOD
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|
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 Map
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|
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 map Canals.
- Taking advantage of the way cover is built in
Gears of War
I incorporated verticality into the current game play
- Created three unique and different levels / floors
- Used a symmetric layout, yet asymmetric visual design to create a balanced and visually interesting map
- Used Kismet and Matinee to script a group of three birds to fly around the level
| DeathFromAbove |
Individual Single Player Gears of War Map
|
|
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
| FollowTheLeader |
Individual Portal Map
|
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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
| Hell's Cube |
Individual Doom 3 Map
|
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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
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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 |
Software Languages |
|
Unreal Ed 4:
Unreal 3, Gears of War
|
C/C++ |
|
Hammer:
Half Life 2, Portal
|
C# |
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Radiant:
Doom 3, Prey, Call of Duty 4
|
Java |
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Unreal Ed 3:
Unreal Tournament 2004
|
Lua 5.1 |
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Elder Scrolls Construction Set:
Elder Scrolls 4: Oblivion
|
Kismet |
| Torque X 1.0 |
Unreal Script |
|
Sandbox 2:
Crysis
|
Doom Script |
| |
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| Level Design |
Art Creation |
| Level Design Documentation |
3ds Max 9 & 2008 |
| Level Flow |
Adobe Photoshop CS2 |
| A.I. Placement |
Google SketchUp 6.0 |
| Model / Mesh Placement |
|
| Lighting |
Software |
| Optimization |
Microsoft Visual Studio 2005 |
| BSP Manipulation and Generation |
Microsoft XNA Game Studio 2.0 |
| Low Poly Modeling |
Microsoft Visio 2003 |
| Unwrapping |
Microsoft Office Suite 2003 |
| Texturing |
Subversion, Tortoise SVN 1.4 |
| Terrain Editing |
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| Storytelling |
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