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Daniel Brennan

Designer/Scripter

 

13145 N. US Hwy 183 Apt 127 Austin, TX 78750

dandaman@locustsoftware.com

203.313.7782

 

Skills

  • Level Editors: HeroBlade (Star Wars: The Old Republic) UnrealEd 3 (Unreal Tournament 3, Gears of War), Hammer (Half Life 2: Episode 2), Elder Scrolls Construction Set (The Elder Scrolls IV: Oblivion), Torque X Builder
  • Level Design: Scripting (entity-based input/output and code based), trigger systems, BSP construction, texturing, lighting, entity placement, AI pathing, multiplayer and single-player level-flow design, visual and gameplay polish
  • Languages: C#, Lua 5.1, Kismet (Unreal Tournament 3, Gears of War), Hammer (Half Life 2: Episode 2), TESScript (The Elder Scrolls IV: Oblivion)
  • Writing: Have written over six Level Design Documents and critically contributed to three Game Design Documents and various other documentation; have also written numerous short stories and a novella
  • Art: Adobe Photoshop CS3, Google SketchUp 7, Autodesk 3D Studio Max 2009
  • General: ExtraView, DevTrack, Perforce, TortoiseSVN (1.6.5), Microsoft Office 2007 (Word, Excel, PowerPoint, Project)
  • Operating Systems: Windows XP/Vista/7, Mac OS X

 

Work Experience

Live Designer / World Designer                                                               August 2011 – Present

BioWare Star Wars: The Old Republic, Austin, TX

  • Initially served on live team as a designer, acting as a liaison between customer service and world design
  • Prescribed and authorized tailored solutions for design-related, tester-character blockers
  • Tracked down root design issues and pushed fixes through for incremental patches on live environment
  • Since transitioned to block-out/spawn team as a world designer, resuming previous duties in addition to those below
  • Directly involved in world/quest flow design planning for several planets
  • Responsible for gray-boxing several world hubs on multiple planets
  • Constructing and iterating on actual blockout for multiple world hubs on two different planets
  • Creating and maintaining extensive spawning-related documentation for planet

Level Scripter / Single Player Game Designer                            February 2011 – June 2011

UTV Ignition Entertainment Unannounced Shooter, Austin, TX

  • Served as sole scripter on small team developing first person shooter using the Unreal Engine
  • Scripted natural-disaster events and single player missions utilizing Unreal Kismet
  • Collaborated with programmers and artists to ensure desired functionality of required assets
  • Designed and documented multiple iterations of single-player campaign, including challenge, reward and narrative structures
  • Documented and critically assisted in design of player classes and abilities
  • Made significant contributions to map, gameplay and narrative-related design meetings
  • Wrote situational dialogue quips for 8 player-character personality types

World Designer                                                                                  January 2010 – January 2011

BioWare Star Wars: The Old Republic, Austin, TX

  • Served on world design team responsible for mob creation/placement, idle animations, patrols, AI pathing, cover system, combat abilities, vendors, crafting stations, harvesting nodes, player respawn system, bind point system, taxi networks, elevators, and map roads
  • Personally responsible for spawning-related polish, updates and documentation for 3 planets
  • Contributed to project’s story-driven gameplay focus through thoughtful mob/NPC composition, arrangement and animations — as well as placement of support props and cover objects — designed to sell the narrative for each given locale
  • Worked closely with art, writing, and quest-design teams to ensure cohesion of implemented systems
  • Developed with wide range of in-house tools and contributed to tool refinement via user-feedback
  • Maintained standards for and trained team members on player respawn system
  • Monitored performance dips resulting from added content and adjusted accordingly to maintain smooth framerates
  • Assisted bug cleanup through spawning-related bug fixes and general playtesting/bug reporting
  • Created and maintained extensive spawning-related documentation for numerous planets

 

Game Experience at The Guildhall at SMU

(abbreviated listing)

Level Designer / Lead Level Designer                                                   June – December 2009

Primae Noctis Unreal Tournament 3, stealth/action

  • Directly contributed to BSP, texturing, lighting, entity placement and scripting work for tutorial and courtyard levels
  • Created/updated Level Design Document for tutorial; created level walkthrough section of Game Design Document
  • Designed world map and coordinated combination of all levels into composite level with streaming
  • Oversaw consistent implementation of core gameplay across all levels
  • Responsible for working closely with game designer and department leads, and managing level designers on team

Level Designer / Scripter                                                                                       June – July 2009

Dogball Original Half Life 2 sporting event

  • Created unique level in which scripted opponent Dog engages player in several rounds of a modified game of soccer
  • Designed and constructed playspace including BSP work, texturing, lighting, entity placement and scripting
  • Implemented entirely scripted experience, with timed rounds of play, activated/deactivated goals, ball-retrieval system and complex system of behavior for Dog including offensive and defensive modes and reactions based on player actions
  • Created and maintained extensive level design documentation
  • Project completed from documentation to final product in under four weeks, under extreme schedule pressure

Level Designer / Scripter                                                                                   March – May 2009

Prison Break Original Gears of War stealth-action level

  • Created unique level in which player must rescue Dom from secure Locust facility while trying to avoid alarm system
  • Designed and constructed level including BSP work, texturing, lighting, entity placement, AI pathing, and scripting
  • Implemented complex system of scripted events including alarms triggered by moving searchlights and noise from treading on broken glass, and dramatic Berserker-chase finale
  • Created and maintained extensive level design documentation

Level Designer / Team Lead                                                               October – December 2008

EscarGo! Torque X, side-scrolling platformer

  • Created and updated core level and boss fight, including collision, entity placement, scripting, HUD, and menu system
  • Oversaw all testing sessions, Scrum meetings and project presentations
  • Created or contributed to all project documentation, including Asset and Development Plan and Game Design Document
  • Responsible for maintaining vision and directly managing all personnel on team

 

Other Game Experience

Game Designer                                                                                   September 2001 – May 2007

Locust Software Independent Work

  • Designed and completed an unpublished casual/puzzle game, “Spectral”
  • Developed design documents for several other small games
  • Determined what changes should be made when given design showed flaws
  • Made decisions on structure of game-play, layout of user interface, and nature of visual feedback
  • Collaborated with talented programmer in creation and implementation

 

Education

Masters of Interactive Technology in Digital Game Development           December 2009

The Guildhall at Southern Methodist University, Plano, TX

Masters Thesis: “Manifestations of Conflict in Games: Stealth vs. Action”

Cumulative GPA: 3.7

Bachelors of Arts in English – Professional Writing                                                     May 2006

Western Connecticut State University, Danbury, CT

Completed 26 credits in Computer Science & Math coursework

Senior Thesis: “Contrapasso,” a novella

Cumulative GPA: 3.5

Merit Scholar, four years; Dean’s List in Spring 2003, Fall 2004, Fall 2005, Spring 2006

High School Valedictorian                                                                                                    June 2002

New Hope Christian Academy, Danbury, CT