------------------------------------------------------------------------------------- |Michael Ammer Level Designer| |-------------------------------------------------------------------------------------| |MCAmmer146@gmail.com 5000 Whitestone Ln, Apt 1527| |(412) 952-4519 Plano, TX 75024| ------------------------------------------------------------------------------------- SKILLS ------------------------------------------------------------------------------------- | * Editors & Engines: Unreal Technology 3 (Unreal Tournament 3, Gears of War), | | Radiant (Doom 3, Call of Duty 4), Gamebryo (Morrowind, Oblivion), | | Hammer (Half-Life 2), Unity | | | | * Scripting/Programming: OblivionScript, DoomScript, JavaScript, C#, Unreal Kismet | | | | * Art Asset Creation: 3D Studio Max, Adobe Photoshop CS2, Texture Maker | | | | * Office Applications – Microsoft Word, Excel, PowerPoint, Project, | | Adobe Acrobat Professional | | | | * Written & Verbal Communication Skills: Very strong written and verbal | | documentation and communication skills | ------------------------------------------------------------------------------------- DESIGN SPECIALTIES ------------------------------------------------------------------------------------- | * Architectural Design Skills * Level & Environmental Scripting | | | | * Strong BSP Creation & Editing * Machinima/Matinee | | | | * Modular Level Construction/Detailing * Art Asset Creation | | | | * Terrain Creation and Editing * Level & Gameflow Planning | | | | * Atmospheric Lighting and Sound * Concept & Design Documentation | ------------------------------------------------------------------------------------- GAME DEVELOPMENT EXPERIENCE ------------------------------------------------------------------------------------- | * The Ghost Ship – Standalone Doom III mod (Masters Project) Jan-Apr '09 | | Level Designer, Scripter | | * Created a self-contained, standalone story-driven level within the Doom III | | engine to determine the effects of camera perspective on player investment | | * Wrote a custom 3rd-Person camera mod to test against standard 1st-Person | | perspective | | * Designed, BSP blocked out, textured, decorated, lit, and placed enemies for | | 10 minutes of gameplay | | * Wrote several custom scripted sequences within DoomScript designed to | | maximize player immersion/investment within the space | | * Interviewed playtesters who playtested both perspectives on the level, | | analyzed and organized data, presented results as a Master’s Thesis | ------------------------------------------------------------------------------------- | * Leviathan – Unreal Tournament 3 Total Conversion (Team Project) Dec 08-Apr '09| | Special Effects and Matinee Artist | | * Worked directly with Art Lead to create the textures, materials, and | | emitters necessary for game particle systems | | * Worked extensively with Unreal material editor and Cascade to create | | engaging and realistic particle effects, as well as dynamic and adaptive | | in-game materials | | * Worked with Level Design Lead to create atmospheric, environmental, and | | story-advancing Matinee sequences | | * Designed, directed, and created game-opening tutorial Matinee sequence | ------------------------------------------------------------------------------------- | * Nightbear: The Stuffening – UTIII Mod/Gametype (Team Project) Aug-Oct '08| | Game Designer and Weapons Artist | | * Concepted and designed gameplay for a custom multiplayer UTIII gametype | | and mod | | * Documented & pitched game design, oversaw production | | * Modeled, unwrapped, rigged, animated and imported each of the game’s 6 guns | | * Worked to create high-detail, high-poly first person meshes for guns, as | | well as low-poly 3rd person versions | ------------------------------------------------------------------------------------- | * Moriarcis: City of the Dead – Oblivion Mod Mar-May '08| | Level Designer, Scripter | | * Created a completely autonomous city of undead skeletal citizens | | * Designed layout and flow of underground ruined city, as well as 2 new | | dungeons | | * Populated city with custom skeletal NPCs, complete with daily Radiant AI | | schedules | | * Wrote 7 custom spells with OblivionScript, each with a unique scripted | | spell effect, such as the summoning of skeletal companion NPCs | | * Wrote scripts for custom-made placable, posable, and equippable skeletal | | mannequinss | | * Created 2 retextured armors | ------------------------------------------------------------------------------------- EDUCATION ------------------------------------------------------------------------------------- | * Masters of Interactive Technology The Guildhall at SMU| | Specialization in Level Design May 2009| | Gearbox Scholarship Award Winner | | | | * Bachelor’s Degree in Integrative Arts The Pennsylvania State University| | Specialization in New Media May 2007| | Minor in Architecture | 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