Resumé

Email: sbaroski@gmail.com
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Skills


Engines / Development Environments

  • UnrealEngine4 (I-GAME 2.0)
  • UnrealEngine3 (Brothers in Arms: Hells Highway, Section 8, Section 8: Prejudice, Aliens: Colonial Marines, Transformers, Phantom Dust)
  • Unity
  • Hammer
  • Radiant
  • Creation Kit

Programming/Scripting Languages

  • C/C++
  • C#
  • PL/SQL
  • Unreal Blueprint
  • Unreal Motion Graphics
  • Kismet
  • Lua 5.1
  • UnrealScript
  • Javascript
  • HTML
  • CSS

Design Skills

  • UI Scripting and Flow Design
  • Level Layout Creation / Whiteboxing
  • Level Set-Decking (Texturing / Lighting)
  • Gameplay & AI Scripting
  • Design Documentation
  • Gameplay Balance
  • PC & Console Optimization

Other Software and Qualifications

  • Microsoft Visual Studio
  • 3DS Max
  • Adobe Photoshop / Illustrator / Premiere
  • Perforce
  • Bug Tracking and Tasking: JIRA, Bugzilla, Hansoft
  • Level 2 Security Clearance

Professional Experience


Game Designer – IPKeys August 2015 – February 2016
Titles: I-GAME 2.0 Eatontown, NJ
  • Used Unreal Motion Graphics and Blueprint to create User Interfaces and all associated scripting for Operations Orders (OPORD), Threat Map, and After Action Review (AAR) systems.
  • Maintained numerous other User Interface systems including game menus and player heads up display (HUD).
  • Worked with other Game Designers to fix design-related bugs pertaining to all systems and features, simulation-wide.
Technical Designer – Darkside Game Studios July 2014 – February 2015
Titles: Phantom Dust Sunrise, FL
    • Wrote feature specific design documents for various features (spectator system, player camera controls, pickups).
    • Created and maintained basic functionality for wide variety of weapons and projectiles using primarily UnrealScript and C++, ranging from melee weapons to remote detonation mines.
    • Worked with other Technical Designers and Programmers to maintain the code backend used for a wide variety of other gameplay systems.
Contract Level Designer – Edge of Reality July 2013 – April 2014
Titles: Transformers: Rise of the Dark Spark Austin, TX
  • Built 3 Singleplayer maps in conjunction with another designer, taking both maps from initial concept to console optimization.
  • Created new level specific gameplay features (custom weapons, enemies, etc) for assigned levels.
Lead Level Designer – TimeGate Studios November 2010 – March 2013
Titles: Minimum, Aliens: Colonial Marines Sugar Land, TX
  • Oversaw a team of Level Designers through all stages of level development.
  • Worked closely with Game Designers to prototype out new gamemodes and assisted other developers on various scripting issues.
  • Created numerous prototype and blockout maps, starting at the initial concept phase.
  • On Aliens, collaborated with Creative Director and Design Director to set overall level direction for all assigned levels.
  • Assisted other Level Designers in creation of the Aliens: Colonial Marines trade-show demos used for E3 2011 and Destination Playstation 2012.
Campaign / Level Designer – TimeGate Studios April 2008 – November 2010
Titles: Section 8: Prejudice, Section 8
Sugar Land, TX
  • Established and maintained gameplay balance for all Campaign-specific weapons, vehicles, structures and enemies.
  • Created and contributed to numerous levels in both projects, shipping the Deadwood, Utah Crash Site, and Whiteout maps.
  • Created Kismet scripting framework for use in singleplayer campaign variants of all shipped maps.
Level Design Intern – Gearbox Software June 2007 – August 2007
Titles: Brothers In Arms: Hells Highway Plano, TX
  • Responsible for LOD/Skybox map creation, Kismet scripting, and general bug-fixing across multiple maps. (~125 tasks and bugs resolved over three months).
  • Created internal test maps and UI front-end used for testing various game functionality (weapons and AI).
  • Scripted basic objective and waypoint systems in editor for three levels
  • Cooked and tested Xbox 360 builds of levels for streaming/optimization purposes.

Other Game Experience


DualityThe Guildhall at SMU April 2007- March 2008
Level Designer / Programmer Plano, TX
  • 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.
Deja Vudu The Guildhall at SMU July 2014 – February 2015
Lead Level Designer (Team Size: 11; 7 Level Designers, 2 Artists, 2 Programmers) Plano, TX
  • Adventure/Environmental puzzle modification for Half-Life 2.
  • Managed level designer work loads and tasking.
  • Created base layout for half of first floor level.
  • Coded HUD elements for inventory, screen overlays, and in-game hint book using C++.
Snowball EffectThe Guildhall at SMU January 2007 – March 2007
Team Lead/Producer (Team Size: 9; 5 Level Designers, 2 Artists, 2 Programmers) Plano, TX
  • 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.
The Guildhall at SMU June 2006 – March 2009
Level Design Student Plano, TX
  • Developed multiple (~8) short term level design projects, both solo and with teams.
  • Worked with programming and scripting languages such as C++, Lua, and UnrealScript.

Education


The Guildhall at Southern Methodist University June 2006 – March 2008
Masters of Interactive Technology in Digital Game Development
Specialization: Level Design, Scripting. GPA: 3.86
Susquehanna University June 2002 – June 2006
Bachelor of Science in Computer Science, Minor in Mathematics
Graduated cum laude, GPA: 3.79