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Resume


January 2007 - Present

Designer

Godzilla: Unleashed

Responsible for gameplay and level design on Godzilla: Unleashed.



February 2006 - January 2007

UnrealScript Programmer
Level Designer

Highrise Evacuation Learning Platform

Contracting with the Project Director of the Interactive Arts and Media of Columbia College, Chicago for Unrealscript and level design work with the Unreal Engine Runtime. Responsible for gameplay programming, HUD, and AI scripting as well as initial level design.



July 2006 - August 2006

UnrealScript Programmer
Level Designer

Unreal Engine Game Prototype

Contracted to prototype game concepts with the Unreal engine. Responsible for UnrealScript programming and level design for the projects.



March 2005 - December 2005

Level Designer

Epic Mega Pack

Epic purchased my in progress map AS-SubRosa and I was contracted to complete it and make required changes per their internal testing.



August 2005 - October 2005

Level Designer

Level Design Contracting

Contracted with Lucky Chicken for an Unreal Engine title. Responsible for creating world assets using 3D Studio Max and for creating the worlds in UnrealEd.



July 2005 - September 2005

Level Designer

Paramedic Simulator

Contracted by CSRIC to create a simulator for the Toronto Fire Service using the Unreal Engine Runtime. The simulator is used to recertify paramedics and firefighters on the use of the defibrillator. Responsible for programming the project using UnrealScript.



May 2005

UnrealScript Programmer

InMotion Simulator Plugin

I was contracted by InMotion Simulation to program an UnrealScript plugin for Unreal Tournament 2004 to make it compatible with InMotion's motion simulators.



November 2004 - May 2005

UnrealScript Programmer

Safety Games

My responsibilities were programming the gameplay including all menus, the HUD, and objects and characters within the world and their behavior. I was also responsible for creating 3D objects for the worlds.



June 2003 - November 2004

3D Artist

America's Army: Rise of a Soldier
(PS2 and XBox)

I was responsible for reducing levels to fit within PS2 and XBox memory limits and coordinating with the designers to maintain gameplay. I was also assigned to reduce static mesh objects and textures to fit within limits.