Resume

Download 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)

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

 

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

 

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

 

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

 

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

 

Coloré (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. 

 

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 game's two levels     

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