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
  • Identify and coordinate dependencies to facilitate prototyping across all teams
  • Scripting, modeling, texturing, and lighting game levels
TOOLS:
Maya, 3D Studio Max, PhotoShop, Vegas, Hammer, Unreal Edit, Sound Forge
TECH: Source SDK, Unreal, Kismet, Renderware, Dungeon Siege, Havok, Karma
EXPERIENCE:
  Designer Sony Online Entertainment Mar 07- Present
 
  • Prototype and design PVP activities for an action based MMO

  • Use prototypes to highlight code and content dependencies

  • Identify tools and or processes that may significantly improve production or quality of work

 

 

Designer Gas Powered Games

Sep 05-Jan 07

 

  • Promoting and establishing prototyping as a core company strategy

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

  • Collaborate with design and engineers on Next Gen projects

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

 

Designer Cranky Pants Games

Mar 03- Aug 04

 

  • Established formats for communicating complex design concepts to the team

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

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

  • Created play scenarios and story elements to establish a solid design foundation

 

Lead Level Designer/Env Artist Escape Factory

Oct 01- Mar 03

 

  • Coordinated prototyping efforts between design and engineering

  • Served as a department lead while serving in a full content production capacity

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

 

Lead Level Designer/Env Artist Gas Powered Games

Aug 99- Apr 01

 

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

  • Served as a department lead while maintaining a personal production workload

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

  • Worked extensively with engineers on tools and technology development

 

Game Designer Valve Software

Dec 96- Apr 99

  • Used extensive prototyping to successfully establish a foundation for Half-Life1 design

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

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

  • Created multiplayer maps "Stalkyard" and “The Hunted” for Team Fortress Classic

EDUCATION:

Biochemistry/Biophysics, 1996
Rensselaer Polytechnic Institute (RPI)
Troy, NY

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


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