Technical Skills
Level Design: VR, World Building, Whiteboxing, Detailing, Iteration, Polish, Environment Design, Terrain Creation, Level Animation, Lighting, Scripting, Gameplay, Storytelling, Balancing, Documenting, Parkour, Planning, Navigation, Collision, Scrum
Scripting: C#, LUA
Editors: Ubisoft's Anvil, Unity3D, Monoliths's World Editor
Applications: Maya, 3DS Max, MotionBuilder, Premier Pro, After Effects, Photoshop, Miarmy, Microsoft Office Suite, Perforce, Jira, Shotgun, Confluence
Cinematic Design: Video Editing, Post-Compositing, Motion Capture, Layout, Cleanup, Rendering, Crowd Simulations, Scripting, IK/FK Rigging, Transferring Animations, In-game wiring, Set Dressing, Keyframing
Lead Level Designer at UBISOFT ENTERTAINMENT PHILIPPINES
Sept. 2018 - Present
Lead a team of level designers from pre-production throughout beta
Collaborated with sister & parent studios on design and implementation
Researched time period & location discovery
Collaborated with Art & Quest team to assure all aspects of gameplay are accounted for
Lead team in the research and planning of geography, placement of quest & secondary locations and network of roads
Creation of several locations from production to beta
Built network of roads & AI network throughout region
Added wildlife & in-between activities
Lead Designer at APEX VR
Oct. 2017 - Present
Using Unity3D to create unique VR experience
Asset wrangling, lighting, texturing
Scripting of prototype
User experience and documentation of gameplay elements
Sr. Designer, Cinematics at MONOLITH PRODUCTIONS
Aug. 2013 - July 2017
Preparing and organizing MotionBuilder files for layout and animation
Wired up cinematics in-game through use of the Lith-Tech editor and it’s proprietary scripting
Used Maya to convert game characters and objects for animation within MotionBuilder
Responsible for vision, creation and management of all crowd simulations using Miarmy for Maya
Placement of set dressing for all cinematic scenes
Created custom IK/FK rigging in non-humanoid characters using MotionBuilder
Cleaned up and re-targeting of motion capture animation for use in MotionBuilder
Rendering and storage of scenes
Game Designer at GLU MOBILE
Aug. 2011 - Nov. 2012
Collaborated with design to balance out soft and hard currency reward system
Responsible for wiring up tutorials and iteration due to playtest feedback using Unity
Responsible for vision and implementation of all missions, enemy encounters, pacing and cutscenes
Wiring up state machine for animating characters real-time in Unity
Worked with design to write dialog for questing system
Created initial vision and documentation of unlockable technology tree
Assisted world art by used Unity editor to create custom animations
Used Excel to create vision of all procedural campaign maps
Lead Content Designer at GRIPTONITE GAMES
July 2009 - Aug. 2011
Used Maya to block out and implement design
Used proprietary scripting tool to implement gameplay, polish and testing
Worked with producer with layout, timing and polish of cinematic scenes
Hooked up third person camera rail system in multiple levels
Worked with outsourcing to create game cinematics
Worked with world art to maintain vision of environments
Worked on technical aspects of all levels by created navigation and collision meshes
Sr. Level Designer at AMAZE ENTERTAINMENT
Dec. 2005 - July 2009
Responsible for vision, design, and documentation of missions
Worked with world art to block out levels
Used proprietary scripting to implement gameplay and AI encounters
Responsible for vision design and documentation of Victor Creed boss fight
Hooked up third person camera rail system in multiple levels
Worked with world art to create navigation and collision meshes
Helped designers with polishing player movement and weapon balancing
Assisted world art with creating level assets and texture mapping
Provided feature support and testing for proprietary editor
Level Designer at MONOLITH PRODUCTIONS
Aug. 1998 - July 2005
Used Lith-Tech to design, create and iterate on single and multiplayer levels
Used Lith-Tech editor to light, texture and maintain overall aesthetics of levels
Used Lith-Tech proprietary scripting to implement design, enemy encounters and pacing
Used Lith-Tech editor to keyframe special events for in-game and cinematic use