JOSEPH GRAVES 6820 PRESTON ROAD #1538 PLANO, TEXAS 75024 TELEPHONE 415.794.1281 | JGGRAVES@SMU.EDU | HTTP://GUILDHALL.SMU.EDU/PORTFOLIO/RUNRUM/HOME ========================================================================================== SKILLS ------ LEVEL EDITORS- Unreal (Unreal Tournament 3 and Gears of War) Hammer (Source, Half-Life 2) Radiant (Call of Duty 4) Elder Scrolls Construction Set (Oblivion) Torque X Builder Unity NWN 2 Toolset (Neverwinter Nights) DESIGN- Creating gratifying movement and interaction Excellent communication and team dynamics Presentation and public speaking Resourceful with limited assets Scripting and problem solving Level planning and layout Documentation Agile development Optimization and lighting LANGUAGES- LUA 5.1 Kismet Source I/O Scripting System Matinee Java Script Unreal ED C# HTML TOOLS- Source Control (Tortoise SVN) PowerPoint 2008 Excel Outlook Word 2008 Adobe PhotoShop CS2 Google SketchUp 7 AutoDesk 3ds Max 2008 DESIGN EXPERIENCE AT THE GUILDHALL AT SMU ========================================================================================== LEVEL DESIGNER KITE - UNREAL TOURNAMENT 3 AUGUST 2008 - OCTOBER 2008 Worked on a team consisting of 1 programmer, 2 artists, and 6 level designers Created and refined multiplayer game concept Established and honed control scheme Designed, documented, and built a large multi-player arena Scripted dynamic obstacle system Created precise 3D obstacle course geometry Placed environmental assets, textures, and sounds GAME DESIGNER RODEO! - HALF-LIFE 2 NOVEMBER 2008 - DECEMBER 2008 Individual project Designed and scripted unique "rodeo" game play using Half-Life 2 assets Scripted AI interactions with physics objects, scoring system, and weapon modifications Designed, documented, white-boxed, textured, and lit an exterior level LEVEL DESIGNER SYMPATHY FOR THE DEVIL - GEARS OF WAR AUGUST 2008 - OCTOBER 2008 Individual project Balanced combat across a destructible interior space Created/imported custom window texture Scripted breakable windows, destructible cover, and dynamic environments Created cinematic "blackout" camera sequence in the Matinee editor Scripted a custom non-hostile enemy using AI and animation changes Designed, documented, white-boxed, textured, and lit a level with exterior and interior space GAME DESIGNER MAGE MONTAGE - LUA 5.1 APRIL 2008 - MAY 2008 Individual Project Designed and implemented unique arcade game play Coded an action game using an RPG framework Created enemy collision, scoring system, dynamic power-ups Integrated sound and custom art LEVEL DESIGNER MARIO 17 - UNREAL TOURNAMENT 3 APRIL 2008 - MAY 2008 Individual Project Modification of popular multiplayer level layout Created and imported custom models and textures Utilized custom assets to create a widely familiar atmosphere Integrated custom art and sound PRODUCER/GAME DESIGNER MIDGARD - TORQUE X FEBRUARY 2008 - APRIL 2008 Worked on a team of 1 artist and 2 level designers Created original 2D platform game Designed systems and level layout Tracked team progress and designated responsibilities Managed asset and development plan Integrated sound effects, music, and art assets Exported game to the X-Box 360 platform Created and maintained documents EDUCATION ========================================================================================== SOUTHERN METHODIST UNIVERSITY GUILDHALL 2008 - 2009 Masters of Interactive Technology, Specialization in Level Design UNIVERSITY OF SOUTHERN CALIFORNIA SCHOOL OF CINEMATIC ARTS 2002 - 2002 Beginning Production Sequence UNIVERSITY OF CALIFORNIA: SANTA CRUZ 1998 - 2002 Bachelor of Arts in Economics OTHER INDUSTRY EXPERIENCE ========================================================================================== AUDIO DIRECTOR - IAN STOCKER SOUND DESIGN - SAN FRANCISCO, CA 2005 – 2006 Assisted owner with initial sound design for hand held titles Established and revised audio design needs Maintained communication and client relations Managed sound assets PRODUCTION MANAGER - IAN STOCKER SOUND DESIGN - SAN FRANCISCO, CA 2005 – 2006 Managed daily tasks and overall workflow Maintained sub-contractor relations Maintained audio and integration records