Download: DOC | PDF | TXT

Thomas Hoeg Designer / Scripter
6600 Preston Rd, Apt 423       tom.hoeg@gmail.com
Plano, TX 75024         
804.239.6708

 

Professional Game Experience


Gearbox SoftwareUnannounced Title
Plano, Texas  July – August 2008
Level Designer (Intern)    
  • Worked with a team of interns and professional developers to implement an entirely new multiplayer game type
  • Created concept documentation for game type and map layout concepts
  • Coordinated with another level design intern to implement prototype map for testing game type
  • Scripted game type functionality as well as map-specific level design elements
  • Organized and participated in testing game type with quality assurance department

 

Skills


Engines/Editors:  UnrealEd 3 (Gears of War, Unannounced Gearbox Title), Radiant (Doom 3), Hammer/Source (Half Life 2: Episode 2), UnrealEd 2 (Unreal Tournament 2004), Elder Scrolls Construction Set (Oblivion), Aurora (Neverwinter Nights), Torque X Builder, Google SketchUp

Level Design:  BSP construction, texturing, lighting, scripting (entity and code based), trigger systems, enemy placement and pathing, optimization, concept and design documentation, level and gameflow planning, model creation (low polygon modeling, unwrapping, & texturing)

Languages:  C++, C# & XNA, Lua, Kismet (Gears of War, Unannounced Gearbox Title), DoomScript (Doom 3), UnrealScript (Unreal Tournament 2004), NWScript (Neverwinter Nights), TESScript (Oblivion)

Tools:  3DS Max 9, Adobe Photoshop CS2, Adobe Premier CS2, TortoiseSVN (1.4.5), Perforce, Microsoft Office 2003 (Word, Excel, Outlook, Power Point, Project, Visio), Audacity

 

Game Experience at The Guildhall at SMU


Extraction – Individual Half Life 2 Project August – December 2008
Level Designer
 
  • Created new Half Life 2 experience focused on exploration and decision making
  • Created and maintained all level design documentation
  • Designed and implemented BSP geometry, textures, lighting, models, sound, and scripting
  • Integrated feedback from faculty and students to continually improve level over several iterations                                                                                                                               
Dissonance – Team Half Life 2 Modification   June – December 2008
Game Designer / Level Designer         
 
  • Designed all gameplay and systems around a predefined core concept
  • Created and maintained Game Design Document throughout the project lifespan
  • Managed additional development tasks including testing, sound integration, and user interface design
  • Coordinated with department leads to ensure team was consistently working toward a central vision while maintaining a manageable project scope
  • Supported level design department by designing initial level layouts, creating particle effects, and implementing gameplay scripting                                                                                  
Separation Anxiety – Individual Doom 3 Project
 March – May 2008
Level Designer      
  • Created entirely new Doom 3 level focused on using scripting and environmental storytelling to create tension
  • Designed and implemented seven unique interior areas from initial layout and documentation to final polish
  • Delivered high quality end product while simultaneously learning the tools in an extremely short timeframe (less than eight weeks)
Nightfall – Individual Half Life 2 Project    June – July 2008
Level Designer    
  • Created a unique, survival-horror gameplay experience appropriate to the Half Life 2 universe
  • Designed and built entire level including BSP construction, texturing, lighting, model placement, sound integration, enemy placement and pathing, and scripted events
  • Scripted unique level elements including an objective display, player inventory, and new enemy type
  • Delivered a production quality level under strict requirements and extreme schedule pressure
Extinction – Team Unreal Tournament 2004 Modification                 January – May 2008
Level Designer / Producer  
  • Created Asset and Development Plan, co-authored pitch, proposal, and game design document, and managed creation of all other pre-production documentation
  • Worked with other leads to design initial concept and gameplay
  • Coordinated team of sixteen peers to deliver a polished game experience under extreme schedule pressure
  • Operated as project manager as well as working directly with level design team on level production
  • Created and implemented all level lighting, particle effects, and audio in the game
The Murder of Jean d’Elesse – Oblivion Quest Line               January – February 2008
Level Designer
 
  • Designed Oblivion quest line featuring multiple side quests and endings, a unique location, and 200+ unique lines of dialog
  • Designed and implemented three interior locations from initial layout to final lighting and decoration
  • Scripted complex dialog trees and quests paths including a final scene that reacted to player actions throughout the quest and revealed one of four possible endings

 

Education


The Guildhall at Southern Methodist University Plano, Texas
Masters of Interactive Technology in Digital Game Development, specialization in Level Design December 2008
3.99 GPA

 
Case Western Reserve University Cleveland, Ohio
Masters of Science in Engineering, Mechanical Engineering May 2006
Bachelors of Science in Engineering, Mechanical Engineering   May 2005
4.00 GPA, Co-Valedictorian, Summa Cum Laude  

 

Work Experience


Capital One Financial Corp. Richmond, Virginia 
Sept. 2006 – June 2007
Operations Analyst    
  • Coordinated cross-functional team to deliver innovative, holistic quality reporting within short timeframe
  • Masterminded analysis of escalated customer complaints in order to reduce overall complaint volume by 25%
  • Operated autonomously as well as collaboratively on multiple teams and projects of varying size/complexity
Case Western – Biorobotics Laboratory Cleveland, Ohio May 2005 – June 2006
Research Assistant    
  • Operated independently to accomplish research objectives
  • Reported research results in several published technical papers
  • Presented papers to large, professional audiences at technical conferences