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Duality - The Guildhall at SMU
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April 2007 - March 2008
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| Level Designer/Programmer |
- Masters Project-in-lieu-of-Thesis created in Half-Life 2
- Study in the use of a single basic level design for two separate gameplay types, Stealth and Action
- Used extensive scripting and modifications to the existing Half-Life 2 code to create believable stealth gameplay
- Created two versions of the same level, each with the same BSP, but with differing light, enemy and asset placement to produce the best experience for each gameplay type
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Deja Vudu - The Guildhall at SMU
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August 2007 - March 2008
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| Lead Level Designer (Team Size: 11; 7 Level Designers, 2 Artists, 2 Programmers) |
- Adventure/Environmental puzzle modification for Half-Life 2
- Managed level designer work loads
- Created base BSP for half of first floor level
- Coded HUD elements for inventory, screen overlays, and in-game hint book using C++
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U.S.S. Heimdall - The Guildhall at SMU
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March 2007 - June 2007
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| Level Designer |
- Individual Quake IV level created for Directed Focus Study
- Created level (all BSP, texturing, lighting, and asset placement) that made use of complex scripted events using only Quake IV assets
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A Visit to Black Marsh - The Guildhall at SMU
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January 2007 - March 2007
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| Level Designer |
- Project created for The Elder Scrolls IV: Oblivion using only in-game assets
- Created a new city with 15+ interiors, two dungeons, three quest-lines, 75+ lines of dialog, and custom scripts
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Snowball Effect - The Guildhall at SMU
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January 2007 - March 2007
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| Team Lead/Producer (Team Size: 9; 5 Level Designers, 2 Artists, 2 Programmers) |
- Team-based CTF-style project for Unreal Tournament 2004
- Handled overall team management and documentation updates
- Scripted eight of the mods eleven weapons, as well as the main menu and in-game menu GUI
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The Guildhall at SMU
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June 2006 - March 2008
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| Level Design Student |
- Participated in multiple short term level design projects, both solo and with teams
- Worked with programming and scripting languages such as C++, Lua, and UnrealScript
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