Brett Johnson      www.brett3d.com
*  brett@brett3d.com

OBJECTIVE:
To push the boundaries of design and technology in the development of interactive entertainment
SKILLS:
  • Rapid Prototyping: game systems, play surfaces, interface and character design
  • Scripting, modeling, texturing, and lighting play surfaces
TOOLS:
Maya, 3DS Max, PhotoShop, Premiere, Vegas, Unreal Edit, Sound Forge
TECH: Unreal3, Kismet, Source SDK, Renderware, Havok, Karma
EXPERIENCE:
  Game Designer Microsoft Corporation, 1vs100: Xbox 360 Mar 08 - Present
 
  • Delivered on schedule, popular, premiere title for a new genre
  • Solved design challenges around rigid tech and service limitations: (200k concurrent users, live host stream, server timings, legal issues with skill based prizing and player selection, auto matchmaking)
  • Delivered audio design and direction, coordinated VO for 1vs100
  • Maintained functional documentation used to drive production
 
Designer Sony Online Entertainment, Agency: PS3, PC Mar 07 - Mar 08
 
  • Prototyped PVP and PVE activities for an action based MMO

  • Leveraged prototypes to highlight code and content dependencies

  • Identified tools and  processes that significantly improved production and quality of work

 

Designer Gas Powered Games, Multiple titles: PSP, PC

Sep 05 - Jan 07

 

  • Established prototyping as a core company strategy

  • Oversaw design for external development of Dungeon Siege Portable (PSP)

  • Created ~35 Multiplayer maps for the RTS; Supreme Commander

 

Designer Cranky Pants Games, Evil Dead: PS2, Xbox, PC

Mar 03 - Aug 04

 

  • Designed play mechanics, weapons and creatures for a 3rd person action title

  • Partnered with engineers to develop tools, a scripting system, and exporters for use with Renderware and Maya

Lead Level Designer/Env Artist Escape Factory, Space Quest: Xbox, PC

Oct 01 - Mar 03

 

  • Coordinated prototyping efforts between design and engineering

  • Led and mentored a team of 4 designers in the construction of the game world

Lead Level Designer/Env Artist Gas Powered Games Dungeon Siege: PC

Aug 99 - Apr 01

 

  • Developed prototypes to drive design and art teams in construction of the game world

  • Developed a "database approach" to level construction, competitively aligning the team with larger companies such as Blizzard and Bioware

Game Designer Valve Software, Half Life, Team Fortress Classic: PC

Dec 96 - Apr 99

  • Designed and built prototypes to establish design foundation for Half Life

  • Partnered with engineers to pioneer the scripting system used in Half-Life

  • Created ~30% of the levels for Half-Life including texturing, lighting, and scripting

EDUCATION:

Biochemistry/Biophysics, 1996
Rensselaer Polytechnic Institute (RPI)

A.S. Performing Arts, 1991
Schenectady County Community College


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