Objective

My objective is to continue to work as a level designer in the 3D game industry.

Experience

Oscar Mike Games - (2011 - Present)

"Unannounced" (iOS: 2011)

Title:
Designer

Responsibilities:
General design work, documentation, asset list, system design, basic coding, brainstorming, ect.

"Left Bee-hind" (iOS: 2011)

Title:
Designer

Responsibilities:
Worked as part of a team of designer with art and code on implementation of game-play across thirty puzzle filled levels.

Pi Studios - (2007-2011)

"Call of Duty:Black Ops" (XBOX 360, PC, PS3, Wii: 2010)

Title:
Level Designer

Responsibilities:
Worked closely with Treyarch to design and implement the first half of Operation Nova, a key map in the campaign.

"Eliminate Pro Co-op" (iOS: 2010)

Title:
Lead Level Designer

Responsibilities:
Created four new multiplayer maps for the popular iOS shooter. Worked closely with our external partner at NGMoco to match their art style while bringing something new to the popular iOS shooter "Eliminate".

"Quake Arena Arcade" (XBox 360 Arcade: 2010)

Title:
Lead Level Designer

Responsibilities:
Led a team of designers, directing the overall look and feel of the levels. Led daily design meetings, designed and implemented new single player campaign and wrote shader scripts. Reworked lighting on original "Quake 3 Arcade" levels and implementing lighting on all new level using improved resolution light-mapping.

"Wolfenstein" (XBox 360, PC, PS3: 2009)

Title:
Senior Level Designer

Responsibilities:
Created paper designs for "Airfield East" and "Zeppelin" levels. Worked closely with the art department for model implementation. Supervised junior designers on blocking out, detailing, clipping, and streaming. Implemented final detailing in some sections of the "Dig Site" level.

"Call of Duty 3: Bravo Map Pack" (Xbox 360 Marketplace: 2007)

Title:
Level Designer

Responsibilities:
Tweaked game-play balance, reworking spawn locations, adjusted light placement and intensity and modified cover placement. Detailed "Seine River" and "Marseilles". Researched real world locations and events during World War 2 to add realism to the maps.

Paradigm Entertainment - (2003-2006)

"Stuntman: Ignition" (XBOX 360: 2007)

Title:
Level Designer

Responsibilities:
Created a spread sheet to determine maximum level size based on targeted game-play. Created paper design for several levels, including a unique method of reusing sections of maps to conserve time in the art pipeline. Worked closely with the art department to design and implement the visual style of several maps. Worked closely with other designers to implement the required vehicle motion models per level.

"Terminator 3: The Redemption" (PS2 - XBOX - GAMECUBE: 2004)

Title:
Level Designer

Responsibilities:
Designed and implemented TX boss behavior. Designed and implemented AI vehicle motion models and AI vehicle behavior. Worked closely with the art department on level layout and implementation.

"Mission: Impossible - Operation Surma" (PS2 - XBOX - GAMECUBE: 2003)

Title:
Level Designer

Responsibilities:
Designed and implemented boss AI behavior. Worked closely with art department on level design and layout. Unified player interaction, documenting inconsistencies and recommending solutions though-out the game.

Monolith Productions - (1999-2003)

"Tron 2.0" (PC: 2003)

Title:
Level Designer

Responsibilities:
Created paper designs for multiple levels. Worked closely with AI scripters to implement AI behavior. Implemented dialogue trees in the tutorial levels. Worked closely with other designers to add clipping, cinematic triggers and other infrastructure to all the levels.

Awards:
Play Magazine "PC Game of the Year"
Computer Gaming World "Best use of License"
Computer Gaming World "Editor's Choice Award"
PC Game "Editor's Choice Award"
Computer Games "Editor's Choice Award"
Computer Games "Top Ten Game of 2003"
GDC Award Nominee "Excellence in Visual Arts"
GameSpy "Best Storyline"
GameSpy "Top Ten Game of 2003"
Game Chronicles Magazine "Best movie/TV PC game"
Action Vault "Outstanding Achievement in Art - Direction"
Action Vault "Outstanding Technical Achievement in Graphics"
IGN "Best graphics Runner-up"
Time Magazine "Top Ten Video Game of 2003"

"Aliens vs. Predator 2" (PC: 2001)

Title:
Level Designer

Responsibilities:
Designed several levels, including paper design, block-out, detailing, lighting and clipping. Worked with other designers to implement clipping, sound triggers, cut scenes and dialogue trees in their levels.

Awards:
Computer Gaming World "Action Game of the Year"
Computer Gaming World "Multiplayer Game of the Year"

"No One Lives Forever" (PC: 2000)

Title:
Level Designer

Responsibilities:
Created design documentation for several levels. Implemented design including block-out, detailing, lighting and clipping.

Awards:
PC Gamer "Action Game of the Year"
Computer Games Magazine "Action Game of the Year"
Computer Gaming World "Action Game of the Year"

Xatrix Entertainment - (1997-1998)

"Quake 2 Mission Pack: The Reckoning" (PC: 1998)

Title:
Level Designer

Responsibilities:
Created one multiplayer deathmatch level, including design, detailing, lighting and clipping in under two weeks. Worked closely with design lead to implement a design consistent with expectations.

"Redneck Deer Huntin" (PC: 1998)

Title:
Level Designer

Responsibilities:
Designed and implemented every level in less than one month. Worked closely with the programmer to implement "realistic" animal behavior.

"Redneck Rampage: Rides Again" (PC: 1998)

Title:
Level Designer

Responsibilities:
Designed half the game, working closely with the other designer to maintain a consistent level of quality. Worked closely with the art department on lighting and texturing.

Software

Maya, Max 8.0, UnrealEd, Renderware Studio, various version of QE4/Radiant, Adobe Photoshop, Adobe Illustrator, Shiva, Unity

Education

Forestburg High School - Class of 1995