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EDUCATION

 

The Guildhall at SMU, Dallas, Texas

Graduate Program, Level Designer,  GPA: 3.5

Saint Edward's University, Austin, Texas

B.A., Management  B.A., Finance, 2001 GPA: 3.1

 

 

PROFESSIONAL EXPERIENCE

 

Game Prototype – Game Designer

Terminal Reality Inc.

   Currently working on a design team to oversee the game development

 

   Placed in charge of managing a development team

 

   Responsible for concept and level design documentation

 

 

 

Spy Hunter: Nowhere to Hide Level  II Designer / Environmental Artist

Terminal Reality Inc.

   Scripted and created both Third Person and Driving Levels

 

   Placed in charge of  the Cinematic Direction of all In-House Cinematics

 

Environment Art Experience:

 

   Developed levels from Concept Art to Final Content

 

   Created Environmental Objects and Textures

 

 

 

Aeon Flux – Level II Designer

Terminal Reality Inc.

   Scripted both objective based levels and boss fights

 

   Learned a new engine and scripting language in minimal time

 

 

 

Brothers in Arms: SDK – Level Designer

Gearbox Software, Spring 2005

   Created Map Layout and Level Design Document

 

   Created a French farm map overrun by German soldiers

 

   Scripted and implemented all enemy AI

 

   Worked on a team to develop and create the BIA Source Development Kit

 

 

 

Brothers in Arms: The Road to Hill 30  - Technical Tester

Gearbox Software, Fall 2004

   Specialized in memory testing

 

   Developed a high knowledge of the XBOX development process

 

   Worked with the Microsoft TCR process

 

   Worked with five maps at a time while maintaining the highest bug report count

 

 

MOD EXPERIENCE

 

Samurai Legend: The Art of War - Level Designer, Environmental Artist

The Guildhall, Completed June 2005

 

A multiplayer third-person mod for Half Life 2 based in the feudal Orient. Co-created Blood Frost, a level based in a rural, snowy village within the Japanese Alps backing up to a huge lake.

 

   Created and textured 40+ world objects in 3DS Max

   Optimized the level for VIS and maximum performance

   Co-Created map layout and Level Design Document

   Detailed Level using 3DS Max models and BSP

   Created 50+ environment and 3DS Max object Textures

   Created outdoor terrain using geometry displacement

 

 

Rebel Revolt - Level Designer

The Guildhall at SMU, Completed June 2005

 

A map pack for Half Life 2: Designed and implemented “Mall Brawl,” a rebel base in an old shopping mall that is being invaded by combine troops.

 

   Created map layout and Level Design Document

   Created all level geometry

   Detailed Level using 3DS Max models and BSP

   Created all scripted sequences and combat

   Optimized the level for VIS and maximum performance

 

 

 

Red Wake - Level Designer, Environmental Artist

The Guildhall at SMU, Completed December 2004

 

A third-person, pirate themed complete conversion of Ritual’s Heavy Metal: FAKK 2.  I was appointed the position of level lead for the Pirate Ship level by my peers.  Created an immerse linear single player pirate ship level.

 

   Detailed the level using both BSP and 3DS Max Objects

   Created world textures and texture tile sets

   Created and textured 8 World Objects in 3DS Max

   Optimized the level for VIS

   Delegated tasks successfully among a team

 

 

Technomancy: The Shadow War - Level Designer, Co-Game Designer

The Guildhall at SMU, Completed June, 2004

 

A mod for Unreal Tournament 2K4.  Created an 1800’s, Venice-based city level.  The Mod was awarded 4th place for the educational Make Something Unreal Competition.

 

   Created map layout and Level Design Document

   Detailed Level using 3DS Max models and BSP

   Created and textured 15+ world objects created in 3DS Max

   Created world textures and texture tiles in Photoshop

 

 

Demon Seed -  Level Designer, Game Designer

The Guildhall at SMU, Completed May, 2004

 

Created a 2D Game that won awards for Best Overall Game (tied for first), Best Level, and Best Use of Theme

 

COMPETENCIES

 

  • Engine Experience: Unreal Engine, Radiant Based Engines, and the Source Engine and Hammer Editor
  • Excellent Scripting Skills
  • Exceptional Level Architecture, Lighting, and Detailing Skills
  • Proven in-game Cinematic experience
  • Proficient in 3DS Max Object Creation and Texturing Skills in both Low and High Poly
  • Excellent in Photoshop Texturing, Normal Mapping, and Specular Mapping Skills
  • Experienced in Game Testing Software such as Bugzilla
  • Proficient in Microsoft Word, Excel, Project, Power Point, Project, and Source Software
  • Good Web Page Development Skills
  • Excellent knowledge of game Documentation

    

Favorite Games of All Time 

The Legend of Zelda: Ocarina of Time ● Rise of Nations ● 007 Goldeneye ● Giants: Citizen Kabuto ● God of War

 

 

 

 

Copyright © 2005 by Hunter Woodlee. All Rights Reserved