Download Resume: DOC | PDF | ASCII
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 Designer - Unannounced 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 Designer – Team 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 Designer – Half-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 Designer – Oblivion 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 Designer – Unreal 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 Designer – Torque 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 Designer – Quake 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 Designer – Quake 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

