PDF | Doc | Txt 6820 Preston Road #1538 Plano, Texas 75024
T 415.794.1281
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

