William Tyler Buser

Level Design & Scripting

wtbuser@gmail.com

www.williamtylerbuser.com

(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. 2009May 2010

M.A. in Interactive Technology – Focus: Level Design. 

Illinois State University, Normal, IL                                                             Aug. 2002Dec. 2006

School of Art – B.S. in Art – Major: Arts Technology.