Matt Roberts (702) 408-6026
Level Designer 931 N. Medalist Cir Plano, TX 75023
mcroberts@smu.edu http://guildhall.smu.edu/portfolio/one68witchdoc
Level Design Skills
· World Construction – BSP, Terrain, Mesh placement, Lighting
· Gameplay – Spatial Design, Tactical design, Testing, Balancing
· Scripting – Gameplay, Cinematic, Event; Kismet, Entity-based, Java/Lua/C#
· AI – Placement, Pathing, Scripting
· Narration – Dialog authoring, Dialog directing, Story arc design
· Leadership – Motivation, Documentation, Training, Scrum, Conflict Resolution
· Modeling – Creation, Texturing, UVW Mapping
· Texturing – Hand Painting, Photo Reference, Material manipulation/use in engine
· Documentation – Outline, Abstract, Level Design Doc, Game Design, Asset dev plan, Scrum/Agile development
Software and Applicable Skills
· Level Editors: UDK/Unreal Engine 3 (Unreal Tournament 3, Gears of War), Hammer Editor (Half-Life 2), Unity 3d, The Elder Scrolls Construction Kit (Elder Scrolls IV: Oblivion), TorqueX Builder, Infernal Engine
· Hardware Dependent: Emotiv EPOC SDK (EEG headset for use in games), Vicon 8 motion capture (ViconIQ interface)
· Art Software: 3d Studio Max 2009, Adobe Photoshop CS3
· Programming Languages: Kismet, ANSI C#, LuaX (5.1), Java
· Project/Design Management: Microsoft Office 2007 (Visio, OneNote, Word, Excel, Project), Source Control (Tortoise CVS, Subversion CVS)
Game Experience
Primae Noctis August 2009 - December 2009
Assistant Lead Level Designer – Single Player Unreal Tournament 3 team project
- 16 person team (6 level designers/3 Programmers/5 artists/Producer, Game designer)
- Created Final level including scripted boss fight from documentation through final release, including BSP, Scripting, AI, Lighting, Texturing, Mesh placement
- Created all detail and structural BSP for vertical slice Dungeon/Barracks level
- Supervised visuals for all levels, including mesh use, cinematics, scripted events, and lighting
- Implemented and managed Level Streaming for all levels
- Managed team integration, conflict resolution, and level design technical training
Snakebite August 2009 –December 2009
Writer/Game Designer – Master’s Thesis using Emotiv EPOC EEG headset
- Designed novel use for the EEG headset to drive dialog in game using emotional feedback
- Authored branching script to accommodate push-pull emotional feedback, elicit emotional response and react accordingly within the system’s constraints
- Designed test plan with emphasis on commercial viability of emotional feedback-driven dialog
- Convinced faculty to allow work on the project despite not being eligible for Master’s Degree
Run March 2009 –April 2009
Level Designer – Multiplayer Unreal Tournament 3 team project
- 9 person team (4 level designers/2 programmers/3 artists)
- Created first half of the only level to ship, from documentation through final release
- Created all detail BSP, created matinee templates for movers/activated objects
- Implemented and maintained level streaming and optimization techniques
- Interfaced with artists to optimize art integration in levels and maximize visual impact
Hard Hat Required June 2009
Level Designer – Half-Life 2 Individual mini-level
- Authored Level Outline, Abstract, and Level Design Document
- Designed and implemented new environmental hazard types using existing HL2 scripting entities
- Created extensive BSP work to compensate for a lack of theme-fitting meshes in HL2
- Level Construction: BSP, Textures, Event scripting, Lighting, Effects
Education
The Guildhall at SMU December 2009
Certificate in Digital Game Design, GPA 3.36 Specialization in Level Design
Work Experience
US Army June 2004-July 2007
68W Health Care Specialist (Combat Medic)
- Assigned as Senior Medic in charge of Scout platoon
- Served in heavy combat with forward scout unit and Special Forces Alpha detachment, Iraq 2005-06
- Earned Army Commendation Medal with Valor for actions in combat, among other awards

