Hunter Hyneman Designer/Scripter
http://guildhall.smu.edu/portfolio/HunterH hunter.hyneman@gmail.com 870.219.1810
Skills
Level Editors: UnrealEd 3 (Unreal Tournament 3, Gears of War), Hammer (Half-Life 2: Episode 2), The Elder Scrolls Construction Set (Oblivion), Unity, Torque X Builder, Torque Game Engine Advanced, Aurora (Neverwinter Nights 2)
Level Design: Level Planning and Documentation from Concept to Design Doc, Scripting (visual and text based), BSP Creation, Texturing, Lighting, Static Mesh Placement, Trigger Systems, Enemy Placement and Pathing, Optimization, 3D Modeling (low polygon modeling with unwrapping and textures)
Languages: C# and XNA, Lua, Kismet (Unreal Tournament 3 and Gears of War), UnrealScript (Unreal Tournament 3), NWScript (Neverwinter Nights 2), TESScript (The Elder Scrolls IV: Oblivion), TorqueScript (Torque Game Engine Advanced)
Tools: 3DS Max 9, Adobe Photoshop CS2, Tortoise SVN, Microsoft Office 2007 (Word, Visio, Excel, PowerPoint, Project), Audacity 1.3
Game Experience at The Guildhall At SMU
A Dam Shame – Gears of War Level August – December 2009
Level Designer Individual
· Created new Gears of War experience that combines stealth and interactive environments
· Drafted and maintained all design documentation
· Designed and implemented BSP geometry, terrain, textures, models, lighting, sounds, particle effects, pathing network, and scripting
· Incorporated feedback provided by professors and peers to iteratively improve overall design and implementation
Play Soldier – Unreal Tournament 3 Project June – December 2009
Level Designer Team
· Designed and developed a single player level for Play Soldier the Unreal Tournament 3 project
· Created innovative level specific gameplay that fuses Mario Galaxy with Ratchet and Clank
· Drafted and maintained level design documentation
· Designed and implemented BSP geometry, textures, models, lighting, sounds, particle effects, pathing network, and scripting including Lava Geysers, Meteor Showers, and a “King Kong Troll Doll” Boss Fight
· Incorporated feedback provided by professors and peers to iteratively improve overall design and implementation
The Midnight Train – Gears of War Level March – May 2009
Level Designer Individual
· Designed and developed a single player level for Gears of War
· Drafted and maintained level design documentation
· Designed and implemented BSP geometry, textures, models, lighting, sounds, particle effects, pathing network, and scripting including a functioning subway train
· Incorporated feedback provided by professors and peers to iteratively improve overall design and implementation
Zombies vs. Vortigaunt – Half-Life 2 Level March– May 2009
Level Designer Team
· Designed and developed unique and elaborate Half-Life 2 mini-game: Zombies vs. Vortigaunt
· Drafted and maintained game design documentation
· Implemented BSP geometry, textures, models, lighting, sound, particle effects, pathing network
· Scripted a control panel that directs an NPC Vortigaunt to move and attack Zombies, a point system for zombie kills complete with a HUD, and a countdown timer also featured in the custom HUD
· Incorporated feedback provided by professors and peers to iteratively improve overall design and implementation
Amateur Death Race – Unreal Tournament 3 Project March – May 2009
Level Designer - Producer Team
· Designed and developed a multiplayer Unreal Tournament 3 kart racing project titled Amateur Death Race
· Drafted and maintained game design documentation
· Implemented BSP geometry, kart models and animations, sounds, and scripting
· Created SCRUM board and associated Excel spread sheets
· Lead SCRUM sessions and altered the development schedule when necessary
· Incorporated feedback provided by professors and peers to iteratively improve overall design and implementation
The Blight of Akatosh – Oblivion Plugin January– March 2009
Level Designer Individual
· Designed and developed an additional quest line and playspace for The Elder Scrolls IV: Oblivion
· Drafted and maintained level design documentation
· Designed and implemented terrain, textures, models, lighting, sounds, particle effects, dialogue (over 50 lines), quests (a six part main quest and two side quests), and scripting
· Incorporated feedback provided by professors and peers to iteratively improve overall design and implementation
Return to Lobster Temple – Torque X Builder October – December 2008
Game Designer – Lead Level Designer Team
· Designed and developed a single player 2D platformer using Torque X Builder
· Designed an original “health system” based on the rings in Sonic
· Drafted and maintained game design documentation
· Implemented textures, characters, enemies, pickups, hazards, HUD, menus, and a scripted point system
· Balanced level layout and character movement to be enjoyed by both beginner and advanced gamers
· Incorporated feedback provided by professors and peers to iteratively improve overall design and implementation
· Won The Guildhall at SMU’s “Best Environment” award
Education
The Guildhall at Southern Methodist University December 2009
Master’s of Interactive Technology in Digital Game Development Plano, Texas
Specialization in Level Design
Vanderbilt University August 2007
Bachelor’s of Art in Philosophy Nashville, Tennessee

