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William Tyler Buser Level Design & Scripting |
(618) 806.1601 Plano, TX |
SKILLS
· Level Editors: UnrealEd 3 (UDK, UT3), Hammer (Source), G.E.C.K. (Fallout 3), Torque X Builder
· Design Skills: Scripting (entity & code based input/output), BSP construction, texturing, lighting, AI pathing, level streaming, entity placement, singleplayer, multiplayer
· Languages: Kismet (UDK/UT3), Hammer (Source), TESScript (Fallout 3), C#, Lua
· Writing: Level Design Docs and Abstracts, Asset Databases, Game Design Docs
· Art: Autodesk 3D Studio Max, Adobe Photoshop, Google SketchUp, Crazybump, Speedtree
· General: TortoiseSVN, Microsoft Office (Word, PowerPoint)
GAME DEVELOPMENT EXPERIENCE
INDIVIDUAL EXPERIENCE
Crossbow Platformer — a Half Life 2: Episode 2 level Nov. 2009—Dec. 2009
· Scripted a new game mechanic where the player can build bridges and stairs with the game’s Crossbow bolts and created seven unique puzzles that utilize this mechanic.
· Created an intense boat chase where the player flees gunships, seeks refuge in an automated barrel factory, and discovers the modified Crossbow mechanic while dispatching enemies.
· Created a large linear world, new textures, new mechanics, and modified props.
Hard Landing — a Gears of War level Sept. 2009—Oct. 2009
· A large open but linear world set in an island and water environment unique to Gears of War, where having survived a helicopter crash, the player traverses on cable cars, fights through courtyards and gardens, and climbs to the top of a grand bell tower for rescue.
· Comprised of 14 streaming levels, modified materials, rich interiors, grand exteriors, and cinematic sequences.
Oxford Ponds — a Fallout 3 modification March 2009—May 2009
· A large open world with hours of gameplay comprised of dangerous mountain roads, gorges, pristine neighborhoods, and several cave systems.
· Players battle raider encampments, neighborhood snobs, and bar-going cave dwellers.
· Strong characters offer the players opposing quests that allow for multiple endings.
Master’s Project — The Influence of Laterality on Player Choice Including Pathing and Environment Interactions
· Attempts to answer whether laterality (e.g. handedness, footedness) influences players’ choices and movements when navigating through game environments.
· Uses a Gears of War level comprised of unique environments designed to test the relationship between a person’s preferred handedness and their pathing choices made in game.
TEAM EXPERIENCE
Hell’s Belle — a UDK Project at the Guildhall Dec. 2009—May. 2010
Level Designer
· Designed the vertical slice level, “Conservatory Superior”.
· Worked in concert with other designers, artists, and programmers.
· Helped established and maintain quality of vertical slice.
Jail Break: Prisoners of War — a Quake3 community modification Nov. 1999—May 2001
Level Designer, Scripter
· Designed and created over seven levels.
· Scripted a unique jail-based mechanic where “captured” players of both teams are pooled within a single jail, where team-deathmatch ensues until players are freed by their teams.
RECOGNITION
Winner of the Austin GDC Game Narrative Review Scholarship
· For a narrative deconstruction of the original Half-Life
@ http://www.gamecareerguide.com/features/797/game_narrative_review_.php
OTHER EXPERIENCE
Cato Institute Aug. 2008—Dec. 2008
Media Research Intern
· Followed Cato Scholars’ published work in all mediums, wrote press releases, transcribed interviews and pod-casts, compiled media contact lists for studies, reports, and op-eds.
Simutronics July. 2005—Aug. 2008
Intern
· Created scenes and took screenshots within Hero’s Journey for release to publications.
EDUCATION
The Guildhall at Southern Methodist University, Plano, TX Jan. 2009—May 2010
M.A. in Interactive Technology – Focus: Level Design.
Illinois State University, Normal, IL Aug. 2002—Dec. 2006
School of Art – B.S. in Art – Major: Arts Technology.

