Robert Howard Level Designer/Scripter 6600 Preston Rd. Apt. 2213 Plano, TX 75024 http://guildhall.smu.edu/portfolio/RobHoward Cell: (419)-575-0525 rhoward@smu.edu Skills * Level Editors: UnrealEd (UT3, Gears of War), Radiant (Call of Duty 4), Hammer (Half-Life 2), TES Construction Set (The Elder Scrolls IV: Oblivion), Electron (Neverwinter Nights 2), Aurora (Neverwinter Nights 1), GECK (Fallout 3), Torque XBuilder * Scripting/Programming: GSC (Call of Duty 4), UnrealScript, NWScript, LUA v5.1, C#/XNA, Visual and Entity Based Scripting (Unreal Kismet, Half Life 2, TES Oblivion) * Environmental Art: 3ds Studio Max (Mesh Creation), Photoshop (Texturing) * Music/Sound: Cakewalk SONAR, Sound Forge (Music composition and sound design) * Documentation/Productivity: MS Office: Word, Excel, Powerpoint * Written and Verbal Communication: Write technical documents with and without visual aids, verbal presentations with and without visual aids (small and large groups) Level Design Skills * BSP Block Out * Level and Gameflow Planning * Gameplay Trigger Systems * Texturing * Enemy Placement and Pathing * Lighting * Scripting * Vehicle Based Gameplay * Optimization * Concept and Design Documentation * Audio Implementation * Environmental Storytelling Work Experience The Chronos Project (Team Project, Total Conversion for UT3) November 2008 - May 2009 Lead Level Designer/Audio (Faculty Appointed) * Built the first prototype * Wrote the Level Design Document * Directed the layout and overall design of the game * Managed the schedules and tasks of 9 other level designers * Implemented level streaming in Unreal, allowing all 9 designers to work independently * Collaborated with the Production, Game Design, Art, and Software leads to manage the overall development * Created and implemented the musical score and sound effects Operation: Righteous Eagle (Level for Call of Duty 4) January 2009 ? Present Level Design, Scripting/Programming * Wrote Level Design Document, with 2D and 3D diagrams * Whiteboxed level: BSP blockout, prototyped gameplay * Programmed gameplay with GSC scripting language * Placed prop meshes, created detail BSP * Integrated difficult gameplay scenarios not yet accomplished in the Call of Duty modding community, such as a working helicopter with useable turret * Recreated the style of feel of a level from the official Call of Duty 4 campaign City Hall Shootout (Partial Mod for UT3) November 2008 ? Present Level Design, Scripting/Programming, Static Mesh and texture creation * Designed in order to test implicit objective communication techniques, to complete research for a Masters of Interactive Technology from SMU Guildhall * Implemented custom UT3 gametype in UnrealScript * Combines environment and gameplay to guide player without explicitly telling them where to go * Created static meshes and textures to combine with existing UT3 assets to create original look Riding Shotgun (Level for Gears of War) August 2008 - October 2008 Level Design, Scripting * Modified an existing vehicle to create a wholly new experience in the Gears of War universe * Used Unreal Kismet to script explosions, particle effects, and collapsing buildings on a highway Nightbear: The Stuffening (Team Game, Multiplayer Mod for UT3) July 2008 ? October 2008 Environmental Art, Sound * Created static meshes in 3ds Studio Max * Created original sound effects The Siege of Morganda (Level for TES IV: Oblivion) March 2008 - April 2008 Level Design and Scripting Retail Quest (Team Game, 2D Action Platformer) March 2008 - April 2008 Level Design, Project Lead Education The Guildhall at Southern Methodist University Masters in Interactive Technology in Digital Game Development: Level Design May 2009 Bowling Green State University B.A. in Music Performance May 2003