Game Designer

Resume

Overview

Game Designer with twenty plus years of experience, specializing in Level Design and Layout.  Worked on several AAA games, focusing on RPG and Action titles.  Proficient in multiple 3D layout and modeling tools.  Highly creative, dedicated and communicative.

Professional Experience

Ignited Artists, San Francisco, California  – Senior Systems Designer

December 2015 – March 2016

  • Worked on several protoptypes for mobile games before the studio downszied.

Mercenary Technology, San Mateo, California  – Contract Level Designer

February 2015 – September 2015

TreSensa, San Francisco, California  – Contract Level Designer

March 2015 – March 2015

  • Did a short two week contract for TreSensa, doing level design on an upcoming driving game for mobile devices.

Toys for Bob, Novato, California  – Contractor

January 2014 – October 2014

  • Worked on Skylanders Trap Team, and helped the designers with asset placement to help finish the game.

Ubisoft Entertainment, Quebec City, Quebec – Senior Level Designer

August 2012 – April 2013

ArenaNet, Bellevue, Washington – Level Designer

January 2009 – September 2011

  • Was one of two level designers on Guild Wars 2 using a proprietary tool.  Designed and built three dungeons and all of the PvP maps. Worked on the WvW maps and one of the racial cities.  Responsible for half of the PvE maps in the game (sectoring, POI’s, res shrines, etc).
  • Created map content for the 4th and 5th year anniversary patches for Guild Wars.

Midway Games, Chicago, Illinois – Senior Game Designer 

August 2005 – October 2008

  • Contributed to the core game design for an unannounced 3rd person action shooter.
  • Created driving missions for The Wheelman using Unreal 3.
  • Was a senior designer on John Woo presents: Stranglehold using Unreal 3.  Worked primarily on the Chicago levels in the game, including the boss battle.

Playfirst, San Francisco, California – Contract Designer

May 2005 – July 2005

  • Created the majority of the levels for the puzzle game Trijinx.

Electronic Arts, Redwood City, California – Designer

July 2003 – February 2005

Earlier Work

Level Designer, 3DO, Redwood City, California

February 2002 – July 2003

  • Worked on track design for the motorcycle game Jacked using 3DS MAX before the studio closed.

Designer, Retro Studios, Austin, Texas

April 2001 – July 2001

  • Worked on the game Raven Bladeusing Maya before it was canceled.

Level Designer, 3D0, Menlo Park, California

February 2000 – December 2000

Junior 3D Artist, SSI/Matel, Novato, California

October 1999 – February 2000

Level Designer, Crystal Dynamics, Menlo Park, California

November 1997 – November 1998

Game Designer, Psygnosis, San Francisco, California

July 1997 – November 1997

  • Was the initial designer for the unreleased game Goblins (working title) before the studio shut down.

Game Designer, Westwood Studios, Las Vegas, Nevada

June 1996 – July 1997

Junior Designer, Crystal Dynamics, Palo Alto, California

February 1995  – June 1996

  • Worked on the unreleased game The Punisher using 3D Studio before the title was canceled.
  • Worked on the unreleased game Psycho MOFO, writing game design documents and laying out white box geometry in 3D Studio before the title was canceled.

Related Skills

  • Proficient with all Microsoft Office tools, most Adobe products, 3DS MAX, Maya, Unreal 3, Radiant, Anvil, LUA and Visual C++.
  • Skilled technical writer, capable of writing compelling design documents and fiction.
  • Avid player of console, PC, mobile, tabletop RPGs, and board games.
  • Film and Theater background from college.

Professional References

  • Greg Smith – Art Director (gsmith@mercenarytechology.com)

Worked together at Mercenary Technology

Worked together at Ubisoft.

Worked together at ArenaNet

Worked together at Midway Games

Worked together at PlayFirst

Worked together at Electronic Arts