OBJECTIVE:
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To push the boundaries of design and
technology in the development of interactive entertainment
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SKILLS:
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- Rapid Prototyping: game systems, play surfaces, interface and
character design
- Identify and coordinate dependencies to facilitate prototyping
across all teams
- Scripting, modeling, texturing, and lighting game levels
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TOOLS:
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Maya, 3D Studio Max, PhotoShop,
Vegas, Hammer, Unreal Edit, Sound Forge |
| TECH: |
Source SDK, Unreal,
Kismet, Renderware,
Dungeon Siege, Havok, Karma |
EXPERIENCE:
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Designer Sony Online Entertainment |
Mar 07- Present |
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Prototype and design PVP
activities for an action based MMO
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Use prototypes to highlight
code and content dependencies
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Identify tools and or
processes that may significantly improve production or quality of work
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Designer Gas Powered Games |
Sep 05-Jan 07 |
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Promoting and establishing prototyping as a core company strategy
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Oversaw design during the external development of Dungeon Siege
Portable (PSP)
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Collaborate with design and engineers on Next Gen projects
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Created ~35 Multiplayer maps for the RTS; Supreme Commander
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Designer Cranky Pants Games |
Mar 03- Aug 04 |
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Established formats for communicating complex design concepts to
the team
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Worked with engineers to develop tools, a scripting system, and
exporters for use with Renderware and Maya
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Developed play mechanics, weapons and creatures for a 3rd person
action title
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Created play scenarios and story elements to establish a solid design
foundation
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Lead Level Designer/Env Artist Escape
Factory |
Oct 01- Mar 03 |
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Coordinated prototyping efforts between design and engineering
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Served as a department lead while serving in a full content production
capacity
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Led and mentored a team of 4 designers in the construction of the
game world
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Lead Level Designer/Env Artist
Gas Powered Games |
Aug 99- Apr 01 |
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Developed prototypes to drive design and art teams in construction
of the game world
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Served as a department lead while maintaining a personal production
workload
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Developed a "database approach" to level construction,
competitively aligning the team with larger companies such as Blizzard
and Bioware
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Worked extensively with engineers on tools and technology development
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Game Designer Valve Software |
Dec 96- Apr 99 |
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Used extensive prototyping to successfully establish a foundation
for Half-Life1 design
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Coordinated with engineers to pioneer the scripting system used
in Half-Life
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Constructed ~30% of the levels in Half-Life including texturing,
lighting, and scripting
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Created multiplayer maps "Stalkyard" and “The Hunted”
for Team Fortress Classic
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