A Cog In The Machine
The General Practitioner
Game Tutorial Examination
I am excited to build great levels with your team, using my foundation in Level Design and my commitment to create the best action games I can while constantly improving my abilities.
Editor Experience: Unreal Engine, Valve Source SDK, and Unity
Scripting: C#, Lua, Kismet, UnrealScript, Valve Source SDK
Design Strengths: Level Design, Encounter Design, Documentation
Production Experience: Scrum/Agile methodology
Master of Interactive Technology (Guildhall), emphasis in Level Design
The Guildhall at SMU: Dallas, Master of Interactive Technology
Sep 2011 – May 2013
Lead Level Designer –
– Team of 15 Student Developers (UDK) – Development Time: Sixteen Weeks. Extensive use of platforming, boss fights, and scripted cinematics to create an immersive, magical world.
Level Designer –
– (Half Life 2) – Development Time: Six Weeks. Custom scripting enabled real-time group pathing and top-down camera system.
A Cog in the Machine
– (Gears of War) – Development Time: Ten Weeks. Incorporates custom squad AI and pushable cover into level to create fluid combat encounters.
– Team of 4 Student Developers (Torque 2D Game Engine) – Development Time: Ten Weeks. Designed and implemented gameplay that allows players to create walking platforms with their weapon.
University of Wisconsin: Madison, Bachelor of Arts in French
Aug 2006 – June 2010
Gold Winner Game Narrative Review Competition at GDC Online
Three-time Conference Associate at GDC in San Francisco
Conference Volunteer at GDC Online in Austin
Spring 2011 – Spring 2013
Mark Nausha – Production Professor, Guildhall – Download Resume for contact
Myque Ouellette – Level Design Professor, Guildhall – Download Resume for contact
Mick Mancuso – Level Design Professor, Guildhall –Download Resume for contact
George Heitzman – Art Professor, Guildhall –Download Resume for contact