PDF | Doc | Txt                                                                             6820 Preston Road #1538 Plano, Texas 75024

T 415.794.1281

jggraves@smu.edu

Joseph Graves                               http://guildhall.smu.edu/portfolio/runrum/home

 

 

SKILLS

 

 

lEVEL EDITORS

 

Unreal (Unreal Tournament 3 and Gears of War) Hammer (Source, Half-Life 2)
Radiant (Call of Duty 4) Elder Scrolls Construction Set (Oblivion)
Torque X Builder Unity
NWN 2 Toolset (Neverwinter Nights)  

 


DESIGN

 

Creating gratifying movement and interaction Excellent communication and team dynamics
Presentation and public speaking Resourceful with limited assets
Scripting and problem solving Level planning and layout
Documentation Agile development
Optimization and lighting 
 

 

languages

 

LUA 5.1 Source I/O Scripting System
Matinee Unreal ED
Java Script C#
HTML

 


tools

 

Source Control (Tortoise SVN) PowerPoint 2008
Excel Outlook
Word 2008 Adobe PhotoShop CS2
Google SketchUp 7 AutoDesk 3ds Max 2008

 





DESIGN EXPERIENCE AT THE GUILDHALL AT SMU

LEVEL DESIGNER

KITE - unreal tournament 3                                                                                                               AUGUST 2008 - october 2008

Worked on a team consisting of 1 programmer, 2 artists, and 6 level designers

Created and refined multiplayer game concept

Established and honed control scheme

Designed, documented, and built a large multi-player arena

Scripted dynamic obstacle system

Created precise 3D obstacle course geometry

Placed environmental assets, textures, and sounds

 

game DESIGNER

RODEO! - HALF-LIFE 2                                                                                                                                                                                                                                                                                                                                                         november 2008 - december 2008

Individual project

Designed and scripted unique "rodeo" game play using Half-Life 2 assets

Scripted AI interactions with physics objects, scoring system, and weapon modifications

Designed, documented, white-boxed, textured, and lit an exterior level

 

LEVEL DESIGNER

sympathy for the devil - gears of war                                                                                        AUGUST 2008 - october 2008

Individual project

Balanced combat across a destructible interior space

Created/imported custom window texture

Scripted breakable windows, destructible cover, and dynamic environments

Created cinematic "blackout" camera sequence in the Matinee editor

Scripted a custom non-hostile enemy using AI and animation changes

Designed, documented, white-boxed, textured, and lit a level with exterior and interior space

 

game designer

mage montage - lua 5.1                                                                                                                                        april 2008 - may 2008

Individual Project

Designed and implemented unique arcade game play

Coded an action game using an RPG framework

Created enemy collision, scoring system, dynamic power-ups

Integrated sound and custom art

 

level designer

mario 17 -  unreal tournament 3                                                                                                                   april 2008 - may 2008

Individual Project

Modification of popular multiplayer level layout

Created and imported custom models and textures

Utilized custom assets to create a widely familiar atmosphere

Integrated custom art and sound

 

producer/game designer

midgard - torque x                                                                                                                                   february 2008 - april 2008

Worked on a team of 1 artist and 2 level designers

Created original 2D platform game

Designed systems and level layout

Tracked team progress and designated responsibilities

Managed asset and development plan

Integrated sound effects, music, and art assets

Exported game to the X-Box 360 platform

Created and maintained documents

 

 

EDUCATION

Southern Methodist University Guildhall                                                                                                                  2008 - 2009

Masters of Interactive Technology, Specialization in Level Design

 

University of Southern California school of cinematic arts                                                                         2002 - 2002

Beginning Production Sequence

 

University of California: Santa Cruz                                                                                                                             1998 - 2002

Bachelor of Arts in Economics

 

 

other industry EXPERIENCE 

Audio Director - Ian Stocker Sound Design - San Francisco, Ca                                                                        2005 – 2006

Assisted owner with initial sound design for hand held titles

Established and revised audio design needs

Maintained communication and client relations

Managed sound assets

 

Production Manager - Ian Stocker Sound Design - San Francisco, Ca                                                           2005 – 2006

Managed daily tasks and overall workflow

Maintained sub-contractor relations

Maintained audio and integration records