Shane Slama                              Level Designer

Download my resume: PDF  TEXT                                      shane.slama@gmail.com


Skills:

Level Design Skills                                                                       Level Editors
Level flow, objectives, and concept design                             Unreal Engine 3 (Gears of War, Unreal Tournament III)
BSP blockout and texturing                                                         Hammer (Half-Life 2: Episode 2)
Scripting (traditional code, kismet, input/output)                    Gamebryo (Elder Scrolls IV: Oblivion)
Artificial-intelligence behavior and pathing                              Torque X Builder (2D team project)
Lighting and sound integration
3D model creation (placeholder assets)                                  Art Tools
Cinematics using Faceposer and Matinee                              3D Studio Max 2009
                                                                                                           Adobe CS4: Photoshop, Illustrator, InDesign
Documentation Tools                                                                   Adobe CS4: Flash, Fireworks, Dreamweaver
Microsoft Office 2007: Word, Excel, Powerpoint, Project        Google Sketchup 7
                                                                                                           Sony Vegas Video 9.0
Programming Languages                                                           Adobe Soundbooth CS3 and Audacity 1.2.6
Lua 5.1
Kismet (Unreal 3)                                                                           Source Control Tools
C#                                                                                                      Tortoise SubVersion 1.6.5


Game Experience:

The Guildhall at SMU
        Braveheart: Primae Noctis, Team Unreal Engine Project                                               July to December 2009
        Level Designer
            •    Decorated two interior spaces, including mesh work and BSP creation
            •    Scripted enemy movement and focused on what makes great stealth-action gameplay
            •    Planned out and implemented gameplay events including 3+ triggered matinee sequences
            •    Developed an in-depth level design document for the throne room encounter
            •    Worked closely with the artists, programmers, and other level designers to achieve milestone goals
            •    Improved mastery of Scrum and utilized Scrum methods to increase team productivity

        Master’s Thesis Project                                                                                                        May to December 2009
        Level Designer
            •    Researched and wrote a Master’s Proposal looking into how time limits affect player’s willingness
                 to explore optional side areas, this included a well-developed level design document
            •    Gathered and interviewed participants, collected necessary data then compiled and anaylized
            •    Reworked BSP/mesh sections from previous work to function as a testing level in Gears of War

        Where the Strider Things Are, Individual Half-Life 2 Level                                       August to December 2009
        Level Designer
            •    Created an interactive gameplay sequence using Faceposer
            •    Unique gameplay goal, players attach a device to a strider that makes the strider fight for the player
            •    BSP blockout of above-ground forest area with intricate terrain and believable battlefield elements
            •    Ultimate goal of making the level feel larger than it is using creative background entities and sounds
            •    Implement lighting, native Half-Life sound, custom sound, AI, balanced gameplay, and on-screen text
            •    Authored and compiled a comprehensive level design document

        The Great Antlion Escape, Individual Half-Life 2 Level                                                            May to August 2009
        Level Designer
            •    Focused on creative Half-Life gameplay, particularly antlions and how to integrate them in a new way
            •    Crafted an interesting puzzle involving scripting, animation sequences, and balanced timings
            •    Used Faceposer to import nine custom speech clips and animated an NPC based on each line of dialog
            •    Authored and compiled a comprehensive level design document
            •    Implemented player feedback and expanded on new ideas to evolve the level to a better form

        From Sun Up Till Sun Beatdown, Individual Gears of War Level                                             March to May 2009
        Level Designer
            •    Crafted a believable city street environment involving BSP world building, mesh placement
            •    Extensive Kismet scripting, AI behavior and patterns, and key entity placement to balance action
            •    Fused scripted events and wow moments to create memorable combat that contributed to the gestault
            •    Focused on Kryll and ways to implement their attacks, resulted in a sun setting, race against the clock
            •    Researched and inserted dyanamic lighting and material instancing to bring the sunset sequence to life
            •    Documented the level from beginning to completion with comprehensive updates

        RUN, Team Unreal Engine Project                                                                                            February to May 2009
        Level Designer
            •    Worked closely with other level designers to stream levels and solve complex technical problems
            •    Designed and documented the level layout for the second half of the game and assembled using BSP
            •    Placed custom assets while thinking of creative solutions for using limited assets to flesh out the world
            •    Constructed three button-activated script sequences to activate doors and various traps
            •    Critically participated in game design discussion and the overall player experience

        The Farmer’s Debt, Individual Gamebryo Engine Project                                     November to December 2008
        Level Designer
            •    Crafted an original quest with branching options within the world of Elder Scrolls IV: Oblivion
            •    Focused on an engaging storyline, terrain editing/texturing, creative tileset usage, and scripted events
            •    Wrote a comprehensive level abstract including map drawings, walkthroughs, and reference images

        EnGarde!, Team Torque X Builder 2D Project                                                         September to December 2008
        Game Designer/Level Designer
            •    Lead a team of four individuals in the creation of a 2D side-scrolling adventure game
            •    Implemented one level and the final boss fight, including the addition of eight self-created art assets
            •    Created various documents: concept, game design, level design, asset and development plans


Education: 

The Guildhall at SMU, Plano, TX                                                                                                                  December 2009

        Masters of Interactive Technology, Digital Game Development - specialization in Level Design
        Additional Work/Studies
            •    Developed four environment spaces using Unreal and Source engines, as well as six multiplayer maps
            •    Created a text driven adventure using only C# and modified a 2D role-playing game using Lua
        
 Minnesota State University of Moorhead, Moorhead, MN                                                                                May 2006
        Bachelor of Science in Graphic Communications, emphasis in Digital Design
       


Work Experience:

Casino Enterprise Management                                                                                                June 2007 to August 2008
Production Manager - Promoted within three months of starting date
            •    Spearheaded redesign of magazine layout; rebuilt style sheets and templates for articles
            •    Facilitated communication between production and editorial departments
            •    Created an array of materials and completed tasks including: house advertisments, magazine covers,
                 web graphics, 50+ feature stories, MP3 audio production, and file archiving/backups

Gamestop/Software Etc.                                                                                                                      July 2004 to July 2007
Senior Game Advisor - Part-time Management
            •    Customer relations, solid fundemental knowledge of the game industry and video game products
            •    Assist in store layout, organize, and sell store promotions
   
 Take 2 Video                                                                                                                                     August 2000 to July 2004
Shift Supervisor - Organized/budgeted game section, researched products to assist customers effectively