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FREELANCE GAME DESIGNER - VIDEO GAMES INDUSTRY |
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SUMMARY OF QUALIFICATIONS
- Over 15 years of level & game design experience
- Led Internet based team of 10+ people to create a closed-captioned modification of Doom3 for the hard of hearing and deaf
- Closed-captioning and game accessibility expert, increasing sales of games by reaching more audiences
- Public speaking and interviewing experience
- Creative problem solver thrives working collaboratively
- Strong ability to learn new tools and processes quickly
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WORK EXPERIENCE |
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Buzz Monkey Software - Eugene, OR |
September 2008 - January 2010 |
| Lead Game Designer |
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| Unannounced FPS (PC) |
- Designed new IP including the world, story and characters
- Designed gameplay mechanics for customizable weapons
- Collaborated with programmers to create and refine customizable weapon functionality
- Prototyped new multiplayer game mode using UT3's Kismet visual scripting
- Collaborated with artists and programmers to create weapon customization UI
- Researched and shared tutorials to help level design learn the new tools
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| Game Designer |
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| TONY HAWK: RIDE (Nintendo Wii) |
- Contributed to Game Design Document (GDD)
- Wrote game accessibility features for the GDD
- Experimented with tools and game engine technology, first to create a custom level and documented the process.
- Implemented gameplay using custom XSI gameplay tools
- Created "greybox" environment and gameplay geometry using XSI
- Frequently shared tips and tricks while using XSI and how to create gameplay objects
- Worked closely with artists to optimze X360/PS3 level geometry for the Nintendo Wii
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LucasArts - San Francisco, CA |
February 2006 - June 2008 |
| Designer |
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| Unannounced Third Person Action/Adventure (XBOX 360, PS3) |
- Provided written and oral feedback to various prototype strike teams
- Wrote game accessibility features for the Game Design Overview
- Contributed to documentation describing the purpose of our prototype, its goals and lessons learned
- Designed gameplay systems
- Implemented scripted events triggered by the player using proprietary scripting tools
- Created "greybox" environment geometry using proprietary Maya-like modeling tools
- Taught other team members how to use LucasArts' proprietary tools
- Created and modified LUA gameplay scripts
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| Star Wars: The Force Unleashed (XBOX 360, PS3) |
- Led Scrum team to complete all our tasks during multiple sprints
- Collaborated with lead to spearhead design and implementation of a multi-staged multiplayer mode that resembled the epic battles from the Star Wars movies
- Created multiplayer levels utilizing Euphoria and Pixelux technologies
- Implemented gameplay and scripting on multiplayer and singleplayer
- Provided LUA scripting support for one other multiplayer designer on level specific scripts and multiplayer mode specific scripts
- Implemented gameplay and scripting on multiplayer and singleplayer
- Gave demonstrations of work in progress during team meetings with an audience of 100+
- Implemented gameplay and scripting on multiplayer and singleplayer
- Initiated early design of the portaling and sectoring tool in our proprietary level editor which is used to prioritize the rendering of in game geometry
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Ritual Entertainment - Dallas, TX |
May 2003 – November 2005 |
| Level Designer |
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| Unpublished Quake4 Engine Game (PC) |
- Created paper top-down view designs for single player missions
- Implemented gameplay and scripting
- Wrote dialog for selected missions
- Created particle effects
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| 25 to Life (PC, XBOX, PS2) |
- Created paper top-down view designs for single and multiplayer levels
- Implemented gameplay and scripting
- Worked with artists to art-up the levels to acceptable standards
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| Unpublished Game with Eidos (XBOX, PS2) |
- Created paper top-down view designs for singleplayer levels
- Implemented gameplay
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| Unpublished Source Engine Game (PC) |
- Created paper top-down view designs for singleplayer levels
- Implemented gameplay and scripting with a focus on physics interaction
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| Black Hawk Down: Team Sabre (PC) |
- Created paper top-down view designs for singleplayer levels
- Implemented gameplay and scripting
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| Counter Strike (XBOX) |
- Created areas of gameplay and architecture
- Implemented scripted sequences
- Optimized levels for console memory constraints
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| Counter Strike: Condition Zero (PC) |
- Created areas of gameplay and architecture
- Implemented scripted sequences
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| Blair Witch 3: The Elly Kedward Tale (PC) |
- Reported bugs to the developers and made suggestions to improve game play
- Created gameplay events with proprietary scripting language
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MOD EXPERIENCE |
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Games[CC] - San Francisco, CA |
Sept 2004 - June 2005 |
| Project Lead |
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| Doom3[CC] (PC) |
- Designed “Dynamic Closed Captioning” system
- Managed international team of programmers and captioners via the Internet
- Acted as the customer of the mod, providing feedback and suggestions for improvement
- Captioned dialog and sound events
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Rewolf, INC - Flagstaff, AZ |
Sept 1995 – July 2000 |
| Level Designer |
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| Gunman Chronicles (PC) |
- Worked with a team of game developers via the Internet using the Half-Life engine
- Design the 3D environments and gameplay for singleplayer levels
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Moxill Interactive - USA |
June 1997 – August 1997 |
| Level Designer |
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| DOOM TC (PC) |
- Created the start level “Wake Up Call” for Your Path of Destruction DOOM TC for Quake
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ACHIEVEMENTS |
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- Gave presentation, “Closed Captioning in Video games” at Ohlone College (2007)
- Featured in Official Playstation 2 magazine “Disabled Gaming: How Technology Can Help” (September, 2007)
- Gave PBS KQED TV and radio interviews about game accessibility
KQED TV
KQED Radio
- Doom3[CC] mod nominated as “Best Doom3 Mod for 2005” at the IGF Choice Awards during the Game Developers Conference 2006
- Gave presentation, “Closed Captioning in Video games” at Game Developers Conference, San Jose, CA (2006)
- In 2004/2005 lead a team of captioners and programmers to develop a closed captioning system for Doom3
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TECHNICAL SKILLS |
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- Titles worked on/shipped/mods completed: 10/7/3
- Software: Adobe Photoshop, XSI, 3DS Max, Maya, Word, Excel
- Scripting Languages: LUA, Studio Developed Languages
- Development Tools: Hammer Editor (Source Engine), QeRadiant (Doom3/Quake4 Engine), Adventure Game Studio, Proprietary Level Editors
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RELATED INTERESTS/HOBBIES |
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- Research and develop solutions for closed captioning in games for hard of hearing and deaf
- Playing a wide variety of games (indie, serious and AAA)
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EDUCATION |
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Rochester Institute of Technology, Rochester, NY
BS Information Technology, November 2002
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