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Jeremy Raymond
Designer

443-322-6665
http://www.JeremyRaymond.com
jraymond79 [AT] gmail.com

 

Technical Skills

 

Level Design: World Building, BSP Construction, Detail Work, Environment Design, Terrain Editing, Lighting, Low Poly Meshes, Custom Textures, Custom Shaders and Materials, Unwrapping, Scripting, Gameplay, Storytelling, AI Encounters, Flow, Pacing, Atmosphere, Balancing, Leadership and Planning

 

Editors: HeroEngine, Hammer (Half-Life 2), Radiant (Quake 4), UnrealEd (Unreal Tournament 3), Sandbox (Crysis), TES Construction Set (Oblivion), Torque, Warcraft 3 World Editor, Starcraft Campaign Editor, Glest Editor

 

Applications: Photoshop CS2, 3ds Max 2008, Audacity 1.2.6, Acid Pro 6, Cool Edit Pro 2, Microsoft Office Suite 2003, Visual Studio .NET 2003, ConTEXT, WOTgreal, Subversion, Tortoise SVN

 

Scripting: UnrealScript, Radiant, Hammer, Torque, C++

 

 

Professional Experience

 

ZeniMax Online Studios / Bethesda Softworks

August 2008 – Current

Content DesignerUnannounced MMO 

    ·         First level designer/world builder hired on the team, designing initial layouts

·         Designed and documented zones and dungeons

·         Used HeroEngine based proprietary tools to block-out and implement designs

·         Worked closely with writers to design and implement gameplay, quests, and encounters

·         Collaborated with artists on the zones and dungeons I designed to ensure all beautification matched the central vision of the world and supported the designs I implemented

·         Provided feature support, testing, and bug-fixing of all implemented content

 

 

Academic Experience

 

Drought Valley – The Guildhall @ SMU

May – July 2008

Level DesignerTeam Fortress 2 Individual FPS Multiplayer Level

·         Designed, documented, blocked-out, and polished multiplayer level

·         Scripted all level events, battles, and mechanics

·         Placed static objects, physics objects, lighting, and vis portals after BSP construction

·         Created Concept Document, Level Design Document, Development Plan, and Asset List

 

The Ghastleybriar Zoo Incident – The Guildhall @ SMU

January – July 2008

Lead Level DesignerHalf-Life 2 Single Player FPS Team Project

·         Managed and coordinated level design team and efforts

·         Provided input on the overall design, gameplay, and vision

·         Helped team effort in designing, documenting, blocking-out, and polishing all levels in the game

·         Modeled, unwrapped, and textured environmental meshes and assets for the game

·         Placed static objects, physics objects, lighting, and vis portals after BSP construction

·         Created Level Abstracts, Level Design Documents, Development Plan, and Asset List

 

SMC Prometheus – The Guildhall @ SMU

October – December 2007

Level Designer Quake 4 Individual FPS Single Player Level

·         Designed, documented, blocked-out, and polished single-player level

·         Scripted all level events, battles, and mechanics

·         Placed static objects, physics objects, lighting, and vis portals after BSP construction

·         Created Concept Document, Level Abstract, and Level Design Document

 

Insurrection – The Guildhall @ SMU

July – September 2007

Level Designer - Unreal Tournament 2004 Multiplayer FPS Team Project

·         Created core gameplay, theme, and story

·         Wrote Concept Document and Level Design Document for the level Hostile Takeover

·         Level designer for the level Hostile Takeover

·         Designed, documented, blocked-out, textured, BSP detailed, lit, placed meshes, and final polished Hostile Takeover level

·         Modeled, unwrapped, and textured several environmental meshes and assets for the game

 

Haunted Isles – The Guildhall @ SMU

July – September 2007

Level DesignerOblivion Single Player RPG Team Project

·         Created Concept Document and Level Design Document

·         Created the entire structural layout, visual design, terrain creation, and asset placement while teammate did all the scripting

 

Tomb Tag – The Guildhall @ SMU

June 2007

Level DesignerUnreal Tournament 2004 Multiplayer FPS Team Project

·         Created several concepts for the Tomb Tag game and levels

·         Wrote Concept Document and Level Design Document for the Pharaoh’s Throne Room

·         Designed, documented, blocked-out, detailed, lit, and polished Pharaoh’s Throne Room level

·         Created several environmental models and assets for the game

 

Kandy Koma – The Guildhall @ SMU

January – March 2007

Project Leader & Level DesignerTorque Game Builder (Torque 2D) Team Project

·         Single player 2D side-scrolling platformer team project

·         Managed and Coordinated development efforts of the team

·         Designed core gameplay, art style, audio, music, and level design

 

 

Independent Experience

 

Quake 4 Fortress – Independent Project

July 2004 – December 2006

Project Leader & Level DesignerQuake 4 Multiplayer FPS Team Project

·         First designed for Doom 3 and moved to Quake 4, Q4F is a multiplayer mod team project based on the original Team Fortress for Quake

·         Managed and coordinated team from all over the world over the internet

·         Designed gameplay, art style, technical design, level design, classes, story, and media

·         Took the roll of Game Designer, Producer, PR Manager, Systems Designer, Level Design Lead, and Art Lead

·         Instructed other level designers on additional design and polish

·         Instructed artists on concept designs, environment meshes, character models, and weapon models

·         Instructed Programmers on gameplay, system design, weapon design, and class design

 

Star Wars: Call of the Force – Independent Project

1999 - 2000

Lead Multiplayer DesignerQuake 2 FPS Team Project

·         Level designer for mod using Quake 2, a First Person Shooter game based on Star Wars

·         Designed the multiplayer portion of the game and its levels

 

Quake & Team Fortress community – Independent Projects

1996 - 2004

Community Level Designer – Quake & Team Fortress based Projects

·         Independent level designer for many Team Fortress based projects including: Team Fortress for Quake, Team Fortress Classic for Half-Life, Quake 3 Fortress, and Enemy Territory Fortress

·         Created levels and remakes including openfire, crossfire, duality, blords, smooth, bam, bases, mach, forts, hardcore, darkness, canalzone, spit, engbat, and sniperwar as a community level designer

·         Designed multiplayer based levels for all the games in the Quake series

 

 

Education

 

Certificate in Digital Game Development, Specialization in Level Design

July 2008

GPA: 3.7

The Guildhall @ SMU, Plano, TX

 

 

Other Experience

 

J&A Rentals – Computer Technician

2001 - 2006

·         Managed and directed all computer and network operations of the company; computer, software, and hardware repair and upgrades for both corporate and company rentals