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| 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. |
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