Resume

<Download .docx version of this resume>

<Download .pdf version of this resume>

<Download .txt version of this resume>

 

Daniel Brennan

Designer/Scripter

Baltimore County, Maryland

dandaman@locustsoftware.com

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 / Level Designer                                                         November – December 2008

Lost Treasure of Boethia — Original The Elder Scrolls IV: 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             Dec. 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

Leave a Reply

Your email address will not be published. Required fields are marked *