Download: Word 2003, PDF, Text
Robert J. Gee Designer/Scripter
Game Experience
Color of Doom (The Guildhall at SMU)
January-July 2008
Level Designer/Programmer - Team Half-Life 2 Project
· Concepted and presented original game idea for a color-based puzzle/platformer
· Responsible for whiteboxing all three levels using BSP, textures and entity placement
· Programmed HUD elements including dynamic health bar, power bar, and point score
· Programmed new pickup entities for special attack power and bonus points
Escape From Ithuria (The Guildhall at SMU)
July-September 2007
Level Designer/Voice Actor – Team Unreal Tournament 2004 Project
· Primary designer for the level “Clockwork Courtyard”
· Designed and documented gameplay flow and puzzle systems for Courtyard level
· Built playable level using BSP and texturing in conjunction with model placement
· Used particle effects, lights and scripted events to give each part of the level a unique theme
· Responsible for integration of 50+ art assets into the project by working with team artists
· Voice actor for one of the main characters
Bionic Viking (The Guildhall at SMU)
January-March 2007
Game Programmer/System Designer/Level Designer – Team Torque Game Builder Project
· Designed and coded wall-climbing mechanic adapted from a pre-existing physics system.
· Coded wall-climbing adaptations to pre-existing physics system
· Developed AI scripting/behaviors for five enemy units and two bosses from scratch
· Performed testing and miscellaneous troubleshooting and bug fixes
· Designed one of the games’ two levels
Dead-End Freeman (The Guildhall at SMU)
March-July 2008
Level Designer/Scripter - Individual Half-Life 2 Project
· Planned, and documented a single level in Half-Life 2 universe
· Built level using BSP construction and texture placement
· Placed and set up AI for scripted sequences and patrol paths
· Used model placement and lighting to create transitioning moods and themes in the level
· Scripted unique gameplay that allows the player to make enemy units work for him
Blaster Master (The Guildhall at SMU)
October-December 2007
Level Designer/Scripter – Individual Quake 4 Project
· Planned, documented, and designed a four room module
· Used BSP, Quake 4 textures and lighting techniques to fit the level within Quake 4 universe
· Placed models and scripted AI to create an immersive environment
· Scripted unique environmental destruction gameplay
Ishi Hamlet (The Guildhall at SMU)
July-September 2007
Level Designer\Scripter – Individual Oblivion Project
· Designed, and documented a single adventure in the Oblivion universe
· Generated terrain, and placed models to create a unique town linked to the Oblivion game
· Created 100+ lines of original character dialogue
· Created original story integrated in a standalone quest
· Scripted 1 unique spell, 3 monsters types, and 1 item type for an optional side-quest
The Adventures of Asahina Mikuru Episode 00 (The Guildhall at SMU)
July-September 2007
Game Designer/Programmer – Individual Lua Project
· Designed and documented gameplay for an arcade style shooting game
· Designed and coded the entire game, including projectile systems, five different weapons, four types of pickups, menus, a high score list, and a boss battle from a basic library
· Created original AI and position management code
· Edited sprites for use in game and reformatted music files to work with Lua libraries
Coloré (The Guildhall at SMU)
March-July 2007
Programmer – Individual C++ Project
· Planned, designed and wrote original story, including dialogue and object descriptions
· Designed and developed a text parser for player input
· Designed and developed a system for item management and navigation.
Technology
Game Editors: Source (Half-Life 2), Radiant (Quake 4), UnrealEd (Unreal Tournament 2004), The Elder Scrolls Construction Set (Oblivion), Torque Game Builder, Glest (open source RTS engine)
Applications: Microsoft Office 2003: Word, Excel, PowerPoint, Adobe Photoshop CS2, Adobe ImageReady CS2 , 3DStudio Max 8.0
Languages: HTML, C, C++, Java, Javascript, Scheme, Prolog, Lua 5.1
Operating Systems: Windows, Macintosh
Education
The Guildhall at SMU (Southern Methodist University, Plano, Texas)
July 2008
Masters of Interactive Technology in Digital Game Development
GPA: 3.8/4.0
· Specialization in Level Design
Fulton School of Engineering (Arizona State University, Tempe, Arizona)
May 2006
Bachelor of Science Computer Systems Engineering
GPA: 3.7/4.0
· National Merit Scholar
· Dean’s List
· Honors College Graduate
Work Experience
E-Review (Javascript) Honeywell
August-November 2006
Designer/Programmer
· Built new program modules for an engineer review tool based in Adobe Acrobat 7.0 that allowed for automated data checking and verification
· Converted pre-existing review system to work with Adobe Acrobat 8.0 in addition to 7.0
· Instructed and helped with installation of new review tool for over 20 engineers across three Honeywell locations

