Jeff Johnson Level Designer/ Scripter
Education
Guildhall at SMU, Plano, TX July 2008 Certificate in Digital Game Design, Specialization in Level Design
Wayne State College, Wayne, NE May 1998 Bachelor of Science in Computer Science
Skills Specific Skills: Level Design, Planning, Game Flow Design, BSP Placement, Documentation: LDD/GDD, Lighting, Scripting, AI pathing, Game Design, Textures, Low Poly Modeling, Unwrapping Models, Texturing Models Level Editors: Unreal Engine 3 (Gears of War), UnrealEd (Unreal Tournament 2004), Radiant (Quake 3, Doom 3), Hammer (Half-Life 2, Episode 2), The Elder Scrolls Construction Set (Morrowind, Oblivion), Neverwinter Nights, Warcraft 3, Glest game engine, Torque Game Builder Programming Languages: Lua 5.1, Radiant script, UnrealScript, C++, Visual Basic, Pascal, Assembly Art Programs: Adobe Photoshop CS2, 3D Studio Max 9 Documentation Tools: Microsoft Word, Excel, Power Point and Project Source Control Tools: Subversion 1.4.3
Game Experience
The Color of Doom - The Guildhall at SMU January – July 2008 Level Designer / QA Tester - Team Half Life 2: Episode 1 Project ·
IGF Student Showcase Winner 2009 · Team size: 16 people (3 programmers, 7 level designers, 6 artists) · Placed all entities in game and all models in the third area · Scripted all destroyable spawners and locked doors in game · Assisted the artists with putting meshes in the game · Tested the game for bugs and exploits
Escape from Ithuria - The Guildhall at SMU July – October 2007 Level Designer / QA Tester - Team Unreal Tournament 2004 Project · Team size: 15 people (2 programmers, 7 level designers, 6 artists) ·
Scripted the inventory system · Located problems in levels and assisted in fixing them · Tested the game for exploits and bugs
Clearing a Path - The Guildhall at SMU January – July 2008 Level Designer – Individual Half Life 2: Episode 2 Project ·
Designed level (created the initial idea, maps in Photoshop, and completed a Level Design Document for the level) · Built level: all BSP work, mesh placement, weapon and item placement, created all teleports and placed all enemies · Scripted ten events · Tested level for problems with gameplay and scripts · Tested classmate’s levels for problems with gameplay and scripts
Transfer station 12 - The Guildhall at SMU October – December 2007 Level Designer – Individual Doom 3 Project ·
Designed level (created the initial idea, maps in Photoshop, and completed a Level Design Document for the level) · Built level: all BSP work, did placement for monsters, meshes, weapons and items, created all teleports · Scripted all the events that happened in the level, seven events total · Tested level for problems with gameplay and scripts · Tested classmate’s levels for problems with gameplay and scripts
The Evicted Scholar - The Guildhall at SMU July– October 2007 Level Designer – Individual Oblivion Project · Designed level (created the initial idea, maps in Photoshop, and completed a Level Design Document for the level) · Built level: built the level layout for each dungeon, placed all meshes, monsters, weapons and items, and created all teleports · Created and wrote all conversation trees for the project · Scripted the traps and the main and side quests · Tested level for problems with gameplay and scripts
Prior Work Experience
RGIS, Austin, Texas October 2008 – Present
BJN Manufacturing LLC, Hastings, Nebraska October 2006 – November 2006
City of Grand Island Utilities, Grand Island, Nebraska November 1998 – May 2006
References available on request

