ROBERT J. GEE DESIGNER/SCRIPTER RobertGee@purpleanchor.com (916)397-5409 http://www.purpleanchor.com GAME EXPERIENCE UNRELEASED KEN ROLSTON RPG (Big Huge Games) October 2008-Present LEVEL DESIGNER – Game for PS3, Xbox 360 and PC using in-house engine/editor • Designed over 30 different dungeon layouts for areas in the game world • Enhanced design of existing dungeons using layout and static mesh changes • Developed immersive environments using static mesh, particle effect and game entity placement • Documented dungeon designs and prototyped gameplay concepts using LUA • Identified issues with art assets to ensure consistent quality across game objects • Improved in-house tools through testing and error logging for engineers • Collaborated with writers to implement logical and compelling environments for quests COLOR OF DOOM (The Guildhall at SMU) January-July 2008 LEVEL DESIGNER/PROGRAMMER - Team Half-Life 2 Project • Concepted and presented original game idea for a color-based puzzle/platformer • Responsible for whiteboxing all three levels using BSP, textures and entity placement • Programmed HUD elements including dynamic health bar, power bar, and point score • Programmed new pickup entities for special attack power and bonus points • Winner of Independent Games Festival Student Showcase 2009 ESCAPE FROM ITHURIA (The Guildhall at SMU) July-September 2007 LEVEL DESIGNER/VOICE ACTOR – Team Unreal Tournament 2004 Project • Primary designer for the level “Clockwork Courtyard” • Designed and documented gameplay flow and puzzle systems for Courtyard level • Built playable level using BSP and texturing in conjunction with model placement • Used particle effects, lights and scripted events to give each part of the level a unique theme • Responsible for integration of 50+ art assets into the project by working with team artists • Voice actor for one of the main characters BIONIC VIKING (The Guildhall at SMU) January-March 2007 GAME PROGRAMMER/SYSTEM DESIGNER/LEVEL DESIGNER – Team Torque Game Builder Project • Designed and coded wall-climbing mechanic adapted from a pre-existing physics system. • Coded wall-climbing adaptations to pre-existing physics system • Developed AI scripting/behaviors for five enemy units and two bosses from scratch • Performed testing and miscellaneous troubleshooting and bug fixes • Designed one of the games’ two levels DEAD-END FREEMAN (The Guildhall at SMU) March-July 2008 LEVEL DESIGNER/SCRIPTER - Individual Half-Life 2 Project • Planned, and documented a single level in Half-Life 2 universe • Built level using BSP construction and texture placement • Placed and set up AI for scripted sequences and patrol paths • Used model placement and lighting to create transitioning moods and themes in the level • Scripted unique gameplay that allows the player to make enemy units work for him BLASTER MASTER (The Guildhall at SMU) October-December 2007 LEVEL DESIGNER/SCRIPTER – Individual Quake 4 Project • Planned, documented, and designed a four room module • Used BSP, Quake 4 textures and lighting techniques to fit the level within Quake 4 universe • Placed models and scripted AI to create an immersive environment • Scripted unique environmental destruction gameplay ISHI HAMLET (The Guildhall at SMU) July-September 2007 LEVEL DESIGNER\SCRIPTER – Individual Oblivion Project • Designed, and documented a single adventure in the Oblivion universe • Generated terrain, and placed models to create a unique town linked to the Oblivion game • Created 100+ lines of original character dialogue • Created original story integrated in a standalone quest • Scripted 1 unique spell, 3 monsters types, and 1 item type for an optional side-quest THE ADVENTURES OF ASAHINA MIKURU EPISODE 00 (The Guildhall at SMU) July-September 2007 GAME DESIGNER/PROGRAMMER – Individual Lua Project • Designed and documented gameplay for an arcade style shooting game • Designed and coded the entire game, including projectile systems, five different weapons, four types of pickups, menus, a high score list, and a boss battle from a basic library • Created original AI and position management code • Edited sprites for use in game and reformatted music files to work with Lua libraries COLORΙ (The Guildhall at SMU) March-July 2007 PROGRAMMER – Individual C++ Project • Planned, designed and wrote original story, including dialogue and object descriptions • Designed and developed a text parser for player input • Designed and developed a system for item management and navigation. TECHNOLOGY Game Editors: Source (Half-Life 2), Radiant (Quake 4), UnrealEd (Unreal Tournament 2004), The Elder Scrolls Construction Set (Oblivion), Torque Game Builder, Glest (open source RTS engine) Applications: Microsoft Office 2003: Word, Excel, PowerPoint, Adobe Photoshop CS2, Adobe ImageReady CS2 , 3DStudio Max 8.0 Languages: HTML, C, C++, Java, Javascript, Scheme, Prolog, Lua 5.1 Operating Systems: Windows, Macintosh EDUCATION THE GUILDHALL AT SMU (Southern Methodist University, Plano, Texas) July 2008 Masters of Interactive Technology in Digital Game Development GPA: 3.8/4.0 • Specialization in Level Design • Masters Thesis on Dead-End Theory in Level Design FULTON SCHOOL OF ENGINEERING (Arizona State University, Tempe, Arizona) May 2006 Bachelor of Science Computer Systems Engineering GPA: 3.7/4.0 • National Merit Scholar • Dean’s List • Honors College Graduate WORK EXPERIENCE E-REVIEW (Javascript) Honeywell August-November 2006 DESIGNER/PROGRAMMER • Built new program modules for an engineer review tool based in Adobe Acrobat 7.0 that allowed for automated data checking and verification • Converted pre-existing review system to work with Adobe Acrobat 8.0 in addition to 7.0 • Instructed and helped with installation of new review tool for over 20 engineers across three Honeywell locations