Level Editors - Volition Tech, CoD Radiant, Bungie Tech, 343 Tech, Ready at Dawn Tech, Crytek, id Studio, and Creation Kit
Graphical – 3DS Max, Maya, Photoshop and Illustrator
Scripting– Proficient with menu-based scripting methodology
Data Management – Perforce, Source Depot and Visual Source Safe
Experience
Bethesda Studios, Austin
May 2018 - Present
Fallout 76
Lead Level Designer
Co developed Fallout 76 with Bethesda Maryland Studio. Created 70+ locations that supported countless Quests. Responsible for creating level design documentation, build-out of maps to a polished state. Wrote lore notes and terminals, placed traps, lock pick assets and scripted combat scenarios. Worked with Environment Artist throughout art process and finished out the project play-testing all locations, providing feedback and fixing bugs.
Lead a team of 3 LD’s in Austin and mentor a team of 5 LD’s at Double 11 who have been creating content for our game since 2020. Work closely with the Quest Design Lead and Environment Art Lead. Review levels and provide feedback daily. Schedule and conduct monthly one on one meetings with LD's. Work closely with several Producers in scheduling meetings, reviews and updating the roadmap. Schedule Sprint tasks for the build out of the game. Maintain information on Confluence.
BattleCry Studios
July 2014 - May 2018
Doom DLC 1, 2 & 3
Worked closely with id Studios and created multiplayer maps for Downloadable Content. Responsible for creating level design document, 2D layout, blockout of map in id Studio Editor. Placed all gameplay assets. Playtested daily and iterated map for best possible results on all multiplayer gameplay modes. Worked with id Artist throughout art process and finished out the project fixing bugs.
Battlecry
Created "Ironclad" a 16 vs 16 multiplayer map for the game BattleCry. Responsible for creating level design document, 2D layout, blockout of map in Crytek Editor. Placed all gameplay assets. Playtested daily and iterated map for best possible results on all multiplayer gameplay modes. This project was hauled in October 2015.
Ready at Dawn
October 2012 - July 2014
The Order: 1886 - Lead Level Designer
Lead responsibilities. Manage 4 Level Designers. Helped create and facilitate a better work flow. Co-created and documented Level Design Process with Lead Environment Artist and Lead Scripter. Authored several documents and spreadsheets used for templates and macros. Review levels and provide feedback on a daily basis. Schedule and conduct monthly one on one meetings with LD's. Coordinate daily with other departments to ensure content is being pushed through the pipeline and it's status is visible to the team. Work closely with several Producers in scheduling meeting, reviews and updating the roadmap. Scheduled Sprint tasks for the build out of the game. Planned, set up, ran and compiled feedback data for all focus test sessions. Maintain information on the Project Wiki.
Level Design responsibilities. Created first 2 levels, the end of the 4th level and bits and pieces of the end of the game. Owned all levels that were purely cinematic driven, no gameplay. Created the following documents for those areas: Timeline, Walk-through, VO Breakdown, Cinematic List, and Checkpoint List.
Certain Affinity
May 2009 - May 2012
Halo 4
I worked as the Level Design Coordinator over all Forge World content and created the map "Impact". Led 2 LD's in creating original layouts. Worked with a Producer, Programmer and Art Coordinator to create new Forge World features. Led all playtest sessions and worked with QA Lead in testing all new assets added to the Forge Library. Created modular assets unique to the map "Impact" for player map creation tool.
Halo: Combat Evolved – 10th Anniversary
Created Fire Fight co-op map "Installation 04" and multiplayer map remake "Battle Canyon". Responsible for importing the original Battle Creek map into the Reach engine. Set up all gameplay modes. Used 3DS Max for iterating geo, texturing, lighting and portaling. For Fire Fight map Installation 04 I was responsible for importing original single player space into the Reach engine and customizing it to fit FireFight gameplay. Scripted map using LISP methodology. Finished out project as only designer on the team from final stages to gold. Responsible for all 6 MP maps plus 6 remake variants for the last 3 milestone of the project. Responsible for resolving a bulk of the overall design bugs. Led 4 testers in managing 6 classic variants.
Halo Reach – DLC 2 - Defiant Map Pack
Created multiplayer map "Highlands" for "Defiant Map Pack DLC 2". Responsible for creating level design document and 2D layout. Used 3DS Max for blocking out map, texturing, lighting and portaling. Set up all multiplayer gameplay modes. Playtested and iterated map for best possible results for all multiplayer gameplay modes.
Call of Duty: Black Ops - Release and DLC 1 First Strike Map Pack
Created multiplayer maps “Crisis" for release, and "Discovery" for DLC1. Responsible for creating level design documentation, block out of map in CoD/Radiant, designer lighting pass, portaling and placement of all gameplay assets.
Call of Duty: World at War DLC 3
Worked with designer on “Revolution” multiplayer map. Created all skybox scenes. Created themes for 5 interiors. Detailed interior and exterior spaces. Placed props for cover and flow.
Volition, THQ
May 2006 - May 2009
Red Faction: Armageddon
Worked during preproduction phase on project for 3 months. Created several prototype maps. Wrote tutorial document on how to use the CLOE World Editor and trained 4 Level Designers on how to use the tool.
Red Faction: Guerrilla
Designed and built 15 single player zones, including the XBL downloadable demo and tutorial map. (RFG consist of 40 zones, 22 missions and 93 activities.)
Created areas for:
7 Missions
41 Activities
4 High Priority Targets (Diversions)
Created 6 of the 8 safehouse areas. Placement of 300 crystal ore for mining diversion. (salvage collection and XBL achievement). Scripting using Volition's proprietary software. Polish work and bug cleaning on 12 more maps in unfinished state during end of production and post production period.
Gearbox
November2004
Brothers In Arms: Road to Hill 30
Guildhall Intern contracted to convert English to Italian lip-syncing for entire game using 'Microsoft Speech Recognition Engine 4.0' for Brothers in Arms. Playtested first three levels of game and provided detailed feedback to Team Developers at the request of the Studio Lead Randy Pitchford.
Education
The Guildhall at SMU in Plano, Texas. Cohort 3
June 2004 - December 2005
Graduate Certificate in Digital Game Development with a specialization in Level Design.