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Daniel Underwood |
Designer |
13355 US Highway 183 Apt# 1436 (870)-397-3834 Austin, TX 75780 dunderwood.jerome@gmail.com
Skills ______________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
Level Editors: Hero Engine, UnrealEd (Unreal Tournament 3, Gears of War), Hammer (Half-Life 2, Portal), Elder Scrolls Construction Set (Oblivion), TorqueX Builder
Level Design Skills: Level and game flow planning, documentation, BSP blockout, texturing, lighting, optimization, scripting (input/output and code based), AI pathing, trigger systems, movers, matinee, cascade
Art Tools: 3DS Max 2009, Photoshop CS3, Sketch Up 7
Scripting Languages: Kismet, Hammer, Lua 5.1, C#
Documentation Tools: Microsoft Office 2007: Word, Excel, PowerPoint, Visio, Project, and Outlook
Source Control Tools: Extra View, Dev Track Tortoise SVN, Issue Manager
Professional Game Experence at BioWare______________________
Star Wars: The Old Republic - BioWare Austin January 2010 – December 2010
World Builder: Scripting
- Created gameplay to match story and critical path information provided by writers
- Optimized previously created content for stability
- Polished quest content for missions on 8 different planets
- Polished quest content on three planets for E3
- Used visual and sound effects to create dynamic in-game events
- Designed and placed NPC's and cover in the game
- Implemented the companion affection system and created and maintained documents for three of the game's companion characters
- Created and balanced combat encounters for missions that scale up in difficulty
- Fixed hundreds of scripting bugs
- Worked with cinematic, art, writing, and programming departments daily to implement quest content
Game Experience at The Guildhall at SMU______________________________________________________________________________________________
Primae Noctis, Team Unreal Tournament 3 Project September – December 2009
Level Designer
- Created and maintained the Level Design Document for the Dungeons/Barracks level
- Blocked out BSP, textured, lit, and placed gameplay elements for a single player level using the UnrealEd (Unreal Tournament 3)
- Scripted five interactive gameplay elements using Kismet
- Scripted AI placement and pathing using Kismet
Portal Life, Individual Portal Project September – December 2009
Level Designer
- Created and maintained the Level Design Document
- Blocked out BSP, textured, lit, and placed gameplay elements for a single player level using Hammer (Portal)
- Scripted four interactive gameplay elements using Hammer
- Scripted three Half-Life 2 like physics puzzles to solve using the portal gun
Controlled Demolition, Individual Half-Life 2 Project May – June 2009
Level Designer
- Created and maintained the Level Design Document
- Blocked out BSP, textured, lit, and placed gameplay elements for a single player level using Hammer (Half-Life 2)
- Scripted six physics puzzles and three objectives using Hammer script
Doppelganger, Gears of War Individual Project March - May 2009
Level Designer
- Blocked out BSP, textured, lit, and placed gameplay elements for a single player level using the UnrealEd (Gears of War)
- Scripted four matinee and AI sequences
- Produced and maintained the Level Design Document
- Scripted six objectives and five points of interest
DM17, Individual Unreal Tournament 3 Project April – March 2009
Level Designer
- Blocked out BSP, textured, lit, and placed gameplay elements for a multiplayer level using the UnrealEd (Unreal Tournament 3)
- Level based off of the original DM17 map for Quake 3
- Created original design and gameplay and created and maintained the Level Design Document
- Scripted four interactive gameplay elements using Kismet
The Lost Thingamajig, Individual Oblivion Project November – December 2008
Level Designer
- Textured, lit, and placed gameplay elements for indoor and outdoor areas using the Elder Scrolls Construction Set
- Scripted two quests, 45 lines of dialog, and three different AI behaviors using the Elder Scrolls Construction Set
- Peoduced original design and gameplay and created and maintained the Level Design Document
Rom’s Hard Drive to Silicon Valley, Team 2D Side Scroller October – December 2008
Lead Level Designer
- Created a 2D Side Scrolling Game with three other team members that used Torque X
- Created and maintained Level Design Document for one level of gameplay and implemented two other levels and three boss fights
- Scripted in-game events and menu system using VBScript and implemented sound effects and music
Education_______________________________________________________________
The Guildhall at SMU, Plano, TX December 2009 Certificate in Digital Game Development, Specialization in Level Design GPA 3.41
University of Arkansas Community College at Hope, Hope, AR May 2007 Associates of Arts: General Education GPA 3.5

