Russell Krueger
World Builder/Scripter
Email:rkrueger@smu.edu
Cell: 518.892.1365
Skills
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· Construction- BSP Layout, Texturing, Lighting, Mesh Placement, Encounter/Challenge Incorporation, |
· Gameplay- Level Layout and Planning, Testing and Balancing, Game Flow Refinement, UI/Controls Planning |
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· Scripting- Gameplay and Event Scripting, Familiar with Cinematic Scripting |
· AI- Node Placement, Path Finding, Refinement |
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· Peer Leadership- Conflict/Dispute Mediation, Boosting Morale, Giving Presentations |
· Documentation- Concept, Level Abstract, Level Design Documents, Game Design Documents, Asset and Development Plan, |
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· Project Planning- Milestone Planning and Negotiation, Team Contracts, Task Tracking, Risk Analysis and Mitigation, Updating and crea Documents, Scheduling |
· Production Management- Maintaining product backlog, Running SCRUM, Creating and Updating Asset and Development Plan |
Software
- Editors: Unreal Editor 3 (Unreal Tournament 3 and Gears of War), Hammer (Half-Life 2), Dragon Age Toolkit, World Builder (Dawn of War 2) The Elder Scrolls Construction Set (Oblivion), Unity, Torque X Builder
- Scripting: Kismet, Hammer, Lua 5.1, C#
- Art: 3D Studio Max 2009, Photoshop CS3, Google SketchUp, Maya 8.5
- Documentation: Microsoft Office 2007 (Word, Excel, Visio, PowerPoint, Project, One Note)
- Source Control: Tortoise SVN, Issue Manager
Game Experience
The Guildhall at SMU
Project: Snakebite May 2009 – December 2009
Level Designer and Producer – Unity and eMotiv EPOC Headset Team Master’s Project
- Built Placeholder Assets in 3DS Max 2009 and Co-Created level
- Construction: Terrain, Textures, Lighting, Decorative Mesh Placement, Entity Placement, Art Integration
- Scripted Dialog tree to respond to user’s emotional state by playing animations and dialog detected by the EPOC Headset
- Used Adobe Audition to capture dialog
Under Deadly Skies August 2009 – December 2009
Level Designer – Gears of War Individual Directed Focus Study
- Wrote Level Design Document
- Construction: BSP Layout, Textures, Lighting and Lighting Channels, Decorative Mesh Placement, Entity Placement, Cover Links and Groups, Encounter Scripting and Balancing
- Scripted Boomer to shoot out lights and create areas that are fatal to the player
- Created Dynamic Sunrise
- Thematically consistent with Gears of War
Primae Noctis June 2009 – December 2009
Associate Producer (Faculty Appointed) – Unreal Tournament 3 Team Project
- 17 Member Team (8 Level Designers/6 Artists/ 3 Software Engineers)
- Wrote and updated asset and development plan and maintained product backlog
- Worked with Game Designer to refine and balance gameplay through playtesting and changing player metrics
- Conducted SCRUM
- Tracked tasks
- Compiled feedback and suggested improvements to gameplay and to development pipeline
- Managed and directed team
- Assisted in organizing and creating pilestone presentations
Stranded June 2009 – December 2009
Level Designer – Gears of War Individual Directed Focus Study
- Wrote Level Abstract and Level Design Document
- Construction: BSP Layout, Static Mesh placement, Lighting and Lighting Channels, Textures, Gameplay Entity Placement, Cover Links, Encounter Scripting, Flow Analysis and Iteration
- Used Kismet to script gameplay sequences with multiple objectives that trigger on a timer or when previous objectives were completed
- Studied and maintained architectural style
ROM’s Hard Drive to Silicon Valley October 2009 – December 2009
Associate Producer/Level Designer (Faculty Appointed) – Torque X Builder Team Project
- 4 Member Team (2 Level Designers/1 Artist/ 1 Software Engineer)
- Game tied for “Best Overall” by peer vote at Guildhall’s 2008 Winter Exhibition
- Designed level layouts for Levels 1 and 3
- Laid out collision for Level 1 and initial collision for Level 3
- Created and maintained Game Design Document and Asset and Development Plan
- Prepared Statement of Work
- Tracked Tasks
- Conducted SCRUM
- Managed and directed team
Rensselaer Polytechnic Institute
Tex-Mechs January 2008 – April 2008
Level Designer – Student Team Project
- 4 Member Team (2 Designers and Artists/2 Programmers)
- Placed 1st in the 2008 Vicarious Visions Student Design Challenge
- Designed and implemented level layout in maya
- Built and textured environmental assets
- Co-Developed the game's design
Other Game Experience
- Amateur Death Race: Lead Level Designer on Mario-Kart style racing game in Unreal Tournament 3 (8 people total)
- Convention Wars: Designer on Mini-Role Playing Game involving nerds arguing about which superhero would win in a fight, or who was the best Star Trek captain.
- NonSentience: Art Manager on third person 3-D puzzle game as a hobby project (7 people total)
- TönWerk: Designer/Artist/Team Lead on keyboard-based rhythm and music creation game.
Education
The Guildhall at SMU August 2008-December 2009
- Master’s of Interactive Technology, specialization in Level Design
Rensselaer Polytechnic Institute August 2004 - May 2008
- BS in Electronic Media, Arts and Communications
- Minors in German Language, Technological Entrepreneurship, and Game Studies

