Tommy Westerman Level Designer 6600 Preston Road #1523 Plano, TX 75024 twesterm@smu.edu 214-676-0464 ------------------------------------------------------------------------------------------------------------------------------------- SOFTWARE ------------------------------------------------------------------------------------------------------------------------------------- • Level Editors: Unreal Editor 2004 (Unreal Tournament 2004), Unreal Editor 2007 (Brother’s in Arms: Hell’s Highway), Radiant (Quake 4), Hammer (Half-Life 2), Neverwinter Nights Toolset, Neverwinter Nights 2 Toolset, The Elder Scrolls Toolset, Scrolling Game Development Kit • Art Software: 3D Studio Max 8, Adobe Photoshop CS2, Microsoft Office 2003 • Programming Languages: Lua 5.1, C/C++, DirectX, OpenGL, Java, Visual Basic .Net, PHP, Lisp, Intel Assembly Set, MIPS Assembly Set, Motorola Assembly Set ------------------------------------------------------------------------------------------------------------------------------------- LEVEL DESIGN SKILLS ------------------------------------------------------------------------------------------------------------------------------------- • Level creation: Level concept sketching, Level creation, BSP blockouts, game flow planning, lighting, optimization • Scripting: Quake 4/Doom 3 scripting, Kismet, Half-Life 2 Source engine scripting, Unreal Script, Lua Scripting • Documentation: Concept and design documentation • Art: 3D low poly modeling, UVW unwrapping, Texturing GAME EXPERIENCE Brothers in Arms: Hell’s Highway (Gearbox Software – Level Design Internship) July-September 2006 • Worked in a team of 14 other students, including 5 other level designers • Determined the needs of the multiplayer environment and worked to recreate the environment to make it best for player • Designed a map to utilize new gameplay elements • Utilized play test feedback reports and bug tracking to identify areas that needed improvement • Collected and cataloged feedback and used rapid iteration development methods to perfect the level as game type evolved Nightmare in 7B (Half-Life 2 Level/Individual Level Design Project) September-March 2007 • Conceived and designed an original Half-Life 2 single player level • Fully documented LDD • Created BSP, textured, lit, optimized and populated the level • Created 10+ scripted sequences and 4 cut scenes • Created and textured 5+ static meshes The Fiona Project (Half-Life 2 Team Project – Level Designer) September-March 2007 • Worked with another level designer to create cut scenes and camera work • Created BSP and textured two rooms of a Russian castle • Worked with the Game Designer to write the Story section of the Game Design Document • Wrote the technical details and technical overview of the Level Design Document • Built 20+ static meshes and 20+ textures Operation: Silent Strike (Quake 4 Level Individual Project – Level Designer) April-July 2006 • Changed gameplay of Quake 4 by scripting to create a slow-paced game • Implemented a zone-based sound detection system • Implemented a sight-based detection system • Built, textured, lit, and optimized a Quake 4 level featuring approximately 10 minutes of gameplay Ransacked! (Unreal Tournament 2004 Team Project – Level Designer) January-April 2006 • Worked in a team of 11 other students, including 4 other level designers • Built 10+ static meshes for visual appeal of the level • Created and maintained all the documentation for the entire project • Designed and implemented the gameplay of the level Puerto Del Ron o Constructed the terrain o Decorated the level with static meshes to add visual interest o Managed the lighting o Scripted rat pawns to run throughout the streets of the level Bob the Unlikely (Scrolling Game Development Kit Team Project – Game Designer) July-September 2005 • Worked with an artist to create an original 2D Game • Constructed 4 original levels • Made 20+ custom environment tiles • Created scripts for the entire game Dungeons and Dragons Campaign Creation 1998-Present • Created large story based campaign modules • Created interactive worlds for the players • Made interesting maps and dungeons for the players ------------------------------------------------------------------------------------------------------------------------------------- WORK EXPERIENCE ------------------------------------------------------------------------------------------------------------------------------------- Network Administrator (JW Operating Company) Summer 2001, 2002, 2003 • Installed new hardware and software • Maintained integrity of the network • Solved general computer problems • Provided customer support Undergraduate Senior Design Project: Robotic Paintbrush GUI September-December 2004 • Designed graphical user interface • Computed algorithm for dynamic growth of matrix layers • Coded input functionality of matrix layers Undergraduate Senior Design Project: Time Track Software January–May 2004 • Collaborated with team members regularly • Developed time keeper • Outlined and programmed administrator software Recruiter and Freshman Counselor (SMU Mustang Band) September – May 2004 Scribe (Theta Tau, Professional Engineering Fraternity) September – May 2004 ------------------------------------------------------------------------------------------------------------------------------------- EDUCATION ------------------------------------------------------------------------------------------------------------------------------------- The Guildhall at SMU, Plano, Texas March 2007 Certificate in Digital Game Development, Specialization in Level Design Southern Methodist University, Dallas, Texas May 2005 B.S. in Computer Science