Daniel Brennan Designer/Scripter http://locustsoftware.com dandaman@locustsoftware.com 13145 N. US Hwy 183 Apt 127 Austin, TX 78750 203.313.7782 Skills • Level Editors: Unity 2017, 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) • 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 more than 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 CS5.1, Google SketchUp 7, Autodesk 3D Studio Max 2009 • General: GameSparks, Jira, DoneDone, ExtraView, DevTrack, SourceTree, P4V, TortoiseSVN, TeamCity, Microsoft Office 2013 (Word, Excel, PowerPoint), Google Docs, Windows 7, Mac OS X Work Experience Level Designer November 2015 – June 2018 Portalarium — Shroud of the Avatar: Forsaken Virtues, Austin, TX • Worked on wide range of content in Unity including puzzle and trap scripting, interaction setup and animations, NPC and resource spawning, player-owned town customization, world building, navmesh maintenance, and much more • Set up dynamic, patrolling, and wave-based mob encounters; schedules, behaviors, and animations for city dwellers • Created Lost Vale’s Grand Artificer encounter, in which players fight waves of mobs while keeping NPC from drowning • Designed and constructed puzzle-driven Kiln Cistern dungeon, in which players manipulate water depth to advance • Consistently participated in studio live streams, presenting latest work to player community • Collaborated closely with world builders, artists, programmers, and customer service on a regular basis • Delivered work within a tight, monthly build cycle with a content lockdown week devoted to bug fixes, for 30+ releases Mission Scripter / Level Designer June 2013 – August 2017 Mission One — Robo Collection/Run for Money/Koropoyo Knight, Tokyo, Japan • Created content in Unity for several mobile games, including level layouts, missions, weapons/armor, and more • Created assets/bundles in Unity and data in GameSparks for equipment, items, and stages for flick-based action game • Scripted missions for 3D stealth-action game, with variable NPC dialog and multi-step mission objectives • Handled navmesh generation and lighting for day/night level variants, and design/creation of one level for above game • Constructed levels for 2D platformer, utilizing gameplay elements in unique ways within tight spatial constraints • Developed improved self-management skills by working remotely from Austin, Texas Live Designer / World Designer August 2011 – July 2012 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 • Later 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 • Constructed and iterated on actual blockout for multiple world hubs on two different planets • Created and maintained 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 Quest and Level Designer / Scripter November – December 2008 Lost Treasure of Boethia — Original The Elder Scrolls: Oblivion quest-driven level • Created plugin level and questline in which player learns the surprising truth behind a lost daedric relic • Designed and constructed Layette village, cave, lake, and surrounding forest playspaces • Wrote and implemented main questline as well as two sidequests • Responsible for all lighting, entity placement, NPC conversations, AI pathing, and scripting • Created and maintained extensive level design documentation 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, Level Design 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, General Writing Option 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