| Quick Jump |
ResumeDownload Resume: Word 2003 - PDF - Text LinkedIn Profile: http://www.linkedin.com/in/robertgeedesigner Contact E-mail: RobertGee AT purpleanchor DOT com (replace caps with proper symbol) 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
Unreleased Ken Rolston RPG
(Big Huge Games) 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) 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
Dead-End Freeman
(The Guildhall at
SMU) 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
Escape From Ithuria
(The Guildhall at
SMU) 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
Blaster Master
(The Guildhall at
SMU) 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) 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) 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
Coloré
(The Guildhall at
SMU) 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.
Bionic Viking (The
Guildhall at SMU) 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 game's two levels The Guildhall at SMU (Southern Methodist University, Plano, Texas)
Masters of Interactive Technology in Digital Game
Development · Specialization in Level Design · Masters Thesis on Dead-End Theory in Level Design
Fulton School of Engineering
(Arizona State University, Tempe, Arizona)
Bachelor of Science Computer Systems Engineering · National Merit Scholar · Dean’s List · Honors College Graduate
E-Review
(Javascript) Honeywell
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
|