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Skills

Level Editors: Unreal Editor 4, Unreal Editor 3 (Unreal Tournament 3, Gears of War, UDK), Hero Engine, Unity, Hammer (Half-Life 2, Portal), Elder Scrolls Construction Set (Oblivion), TorqueX Builder

Level Design Skills: Level and game flow planning, iterative design, documentation, BPS blockout, texturing, lighting, optimization, scripting (input/output and code based), AI pathing, trigger systems, movers, timeline/matinees, cascade 

Art Tools: 3DS Max, Photoshop, Sketch UP, Blender, Inkscape

Scripting Languages: Blueprint, Kismet, Hammer, Lua, C#

Documentation Tools: Microsoft Office: Word, Excel, Powerpoint, Visio, Project, Outlook, Confluence

Source Control Tools: Dev Track, Extra View, Tortoise SVN, Issue Manager, JIRA, Per Force P4V, SourceTree

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Professional Game Experience

Goosebumps Dead of Night – Cosmic Forces             March 2019 – July 2020

Senior Game Designer

  • Brainstormed and created game pitches and game design documentation for future projects

  • Updated the design for all the monster’s AI to give each monster more unique playstyles

  • Updated the gameplay and level flow for the previously designed layouts of the Stine House and Conservatory levels

  • Designed the layout, gameplay, and level flow for the Tesla Tower level

  • Implemented 20 timelines for in game cinematics and vignettes

  • Implemented all gameplay elements into the game’s levels

  • Worked with art and programming departments daily to implement quest content

  • Used visual and sound effects to create dynamic in-game events

  • Worked with programming and art to optimize content for consoles

  • Participated in multiple playtests to give and receive feedback on content

  • Created and maintained documentation for the game’s levels and monster AI

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Bard’s Tale 4 – InXile Entertainment                          January 2017 – January 2019

Level Designer

  • Designed, implemented, and maintained 8 dungeons and their Level Design Documentation

  • Helped implement and maintain an additional 20 levels

  • Designed over 30 puzzles and Implemented and maintained over 150 puzzles

  • Did art propping and terrain work for over 30 POIs

  • Implemented the game’s grid-based movement system

  • Actively involved in gameplay and level flow testing

  • Participated in multiple playtests before and after launch to give and receive feedback on content

  • Designed 3 of the 6 puzzles in the Harenhold DLC dungeon

  • Worked with art, writing, and programming departments daily to implement quest content

  • Used visual and sound effects to create dynamic in-game events

  • Worked with programming and art to optimize content for consoles

  • Did the subleveling for all the games dungeons and areas

  • Did lighting and propping passes to draw player attention to important points of interest and gameplay objects

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Wildstar - Carbine Studios                                           February 2013 - March2016

Content Designer

  • Feature Lead of an unannounced Holiday Event

  • Helped create and design 3 live events

  • Redesigned the Exile faction tutorial/NPE (new player experience)

  • Designed and implemented quests for 8 zones

  • Designed, implemented, and maintained documentation for Settler path content for 3 zones

  • Designed and placed ambient, combat, and quest related NPC’s

  • Polished previously created content for optimization and stability

  • Used visual and sound effects to create dynamic in-game events

  • Helped design and implement the “shiphand” (mini-dungeon) mission “Deep Space Disappearance”

  • Worked with cinematic, art, writing, and programming departments daily to implement quest content

  • Participated in multiple playtests before and after launch to give and receive feedback on content

  • Participated in several community outreach events that involved the devs playing the game with players

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Star Wars: The Old Republic - BioWare Austin      January 2010 - May 2012

World Builder: Scripting

  • Created maps for game content

  • Created gameplay to match story and critical path information provided by writers

  • Directly involved with quest flow planning and did basic scripting for two of the game’s expansion planets

  • Optimized previously created content for optimization and stability

  • Polished quest content for missions on 11 planets

  • Used visual and sound effects to create dynamic in-game events

  • Implemented the NPC affection system and created/maintained documents for 3 of the game's companions

  • Designed and placed both ambient and quest related NPC’s

  • Placed cover for combat encounters in the game

  • Created and balanced combat encounters for missions that scale up in difficulty

  • Participated in multiple playtests before and after launch to give and receive feedback on content

  • Worked with cinematic, art, writing, and programming departments daily to implement quest content

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Education

The Guildhall at SMU, Plano, TX December 2009

Certificate in Digital Game Development, Specialization in Level Design GPA 3.41

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University of Arkansas Community College at Hope, Hope, AR May 2007

Associates of Arts: General Education GPA 3.5

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