Kevin Chandler Level Design
1124 Lake Bluff chandlek@gmail.com
Little Elm, Tx 75068
(254)421-0349
Skills
· Editors & Engines – Unreal Engine 3 (Unreal Tournament 3, Gears of War), Hammer (Half-Life 2), The Elder Scrolls Construction Kit (Oblivion, Fallout 3), Aurora (Neverwinter Nights),Torque X, Unity
· Scripting/Programming – Unreal Kismet, Lua 5.1, OblivionScript, C#, NWScript (Neverwinter Nights)
· Unreal Technology Skills – Matinee, Material Editor, Cascade Particle Effect Editor, Sound Cue Editor, UI Scene Editor
· Art Asset Creation – 3D Studio Max 2009, Adobe Photoshop CS3
· Other Applications – Google Sketchup 7, Microsoft Office 2007 (Word , Excel, PowerPoint, Project, Visio)
· Game Design – Created the concept and designed a game for a 15 man design team
· Production Experience – Produced two student games while at the Guildhall
Design Specialties
|
· Level & Environmental Scripting · Concept, Pitch, & Design Documentation · Architectural Design Skills · Strong BSP Creation & Editing · Atmospheric Lighting & Sound |
· Terrain Creation and Editing · Machinima/Matinee · AI Pathing and Enemy Behavior · Level and Gameplay Flow Planning · Production planning |
Game Development Experience
Hail to the King – Gears of War Level August 2009 – December 2009
Level Designer, Scripter
§ Created a player controlled helicopter using existing Gears of War assets and Kismet scripting
§ Designed a sequence to transfer player commands to Matinee sequences to move the helicopter
§ Created a collision detection system to detect contact with projectiles and the environment
§ Designed a chase sequence using the helicopter
§ Designed, BSP blocked out, textured, decorated, lit, and placed enemies for 10 minutes of gameplay on foot
§ Designed destructible environments for the player to overcome
§ Created a mechanic using destructible meshes to create cover
§ Created an airstrike mechanic using smoke grenades
§ Used the destructible environments to test a Master’s Thesis
Brink – Gears of War Level March 2009 - May 2009
Level Designer, Scripter
§ Designed and built a level based around environmental forces pushing the player forward
§ Added destructible cover to Gears of War gameplay
§ Added a scripted series of lights that burn out in order so the player has to constantly move forward to stay safely in the light
§ Designed a train to contain gameplay that collapses via scripting
§ Designed, BSP blocked out, textured, decorated, lit, and placed enemies for 10 minutes of gameplay
Play Soldier – Unreal Tournament 3 Total Conversion August 2009 – December 2009
Concept Designer, Game Designer, Producer, Sound Designer
§ Worked with 15 artists, level designers and programmers to produce an original game idea of my design
§ Created the sprint schedule and task lists for a 16 week project using the SCRUM system
§ Wrote the Game Design Document and designed the play mechanics, story, characters, and environments
§ Managed an effective and productive team by keeping morale up and risk analysis to cut or modify features that would blow the time table
§ Used the UI Scene Editor to devise an interactive menu that changes a 3D scene in the background
§ Modeled 10 destructible building pieces, play tested and refined destructible objects to get maximum visual effect and good frame rates
§ Created 5 particle effects to simulate destruction of a building
- Used modular art assets to design and create 2 prefab buildings used within game levels
- Found or created 20 environmental and player sounds
Harvest – Unreal Tournament 3 Project/Gametype (Team Project) March 2009 – May 2009
Producer, Sound Designer
§ Created a production schedule and used the SCRUM system for an eight-week project
§ Led the team to design a game reflecting their personal interests, creating fun game mechanics
§ Documented & pitched game design
§ Organized external play testing sessions
§ Gathered and recorded sound effects
The Longest League – Unreal Tournament 3 Multiplayer Map January 2009 – March 2009
Level Designer, Scripter
§ Created a level based on the classic deathmatch map DM17, while incorporating slight gameplay variations
§ Used scripting to create a play area that appeared to be in motion using moving 3D Meshes
§ Designed, BSP blocked out, textured, decorated, lit, and placed spawn points for 16 players
§ Modified existing materials on UT3 static meshes to create a greater variety of crates
Burn – Half-Life 2 Single Player Level June 2009 – August 2009
Level Designer, Scripter
§ Created a level in Hammer based around the ability to set wood on fire
§ Designed a scripted system to have fire spread realistically from the point of ignition
§ Designed, BSP blocked out, textured, decorated, lit and placed enemies for five minutes of gameplay.
Education
Master's of Interactive Technology, Digital Game Development The Guildhall at SMU
Specialization in Level Design December 2009
Bachelor's Degree in Journalism Baylor University
Minor in Sociology May 2005
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