A ndy Simms
Level Designer
***********@*****.***
www.acsgames.com
Skills
Level Design: Rapid prototyping, BSP level construction, mesh and terrain based level construction, gameplay and
event scripting, environment design, environmental storytelling, narrative design, screenwriting, lighting, gameplay
balancing, level streaming and optimization, level design and game design documentation
Tools/Engines: Unreal Editor (UDK), Hammer (Source SDK), Unity 3D, Torque X, Love, Creation Kit (Skyrim),
Warcraft III World Editor
Scripting/Programming: UnrealScript, Unreal Kismet, C++, C#, Visual Basic, LUA, XHTML/CSS, Cocos 2D-X,
Photon Server, Papyrus Script (Skyrim)
Art: 3DS Max, Maya, Photoshop CS5, Flash CS5, Painter 11, acrylic painting, sketching
Organization: Word, Excel, Outlook, Visio, PowerPoint, Visual Studio, IssueManager, Tortoise SVN, Scrum, Agile
Development
Leadership: Interpersonal communication, public speaking, strategic planning
Game Experience
Crash
Sole Developer
Designed and built a single-player level for Gears of War featuring five minutes of gameplay.
Scripted unique combat and cinematic sequences to provide the level with added interest and
polish
Created level documentation and maps to guide the construction process
Built, decorated, and lit the level s environment to be cohesive with the Gears of War campaign
Guiding Eye
Sole Developer
Designed and implemented a single-player level for Half-Life 2 featuring five minutes of gameplay.
Scripted a unique stealth encounter where the player guides an NPC ally past a series of enemy
patrols
Pinned
Sole Developer
Designed and scripted a custom boss battle for Gears of War with five to ten minutes of gameplay.
Created a script-driven boss AI and custom movement sequences to bring a normal NPC entity to
life in a dramatic boss encounter
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Andy Simms Level Designer ******@***.***
The Rite of Elements
Faculty-selected Lead Game Designer
Led a 15-student team to develop a 90-minute third person action-puzzle game using the Unreal
Development Kit
Devised and documented all of the game s core mechanics, environments, and narrative elements
Programmed the game s initial gameplay prototype with the help of the project s lead level designer
Wrote the Game Design Document, and co-authored the Level Design Document for the game s
last level Throne Room
Worked across disciplines to address issues such as Boss AI, Particle Effects, Character
Animations, HUD, Dialog, Player Checkpoints, and Quality Assurance
Designed and implemented the last puzzle of the game s fourth level Clockwork Labyrinth and
carried out revisions and bug fixes on six other puzzles.
Carried out build-wide testing and bug fixes prior to each milestone
Created ten digital illustrations for use in-game and in the introductory movie
Work Experience
UBM Techweb, San Francisco, CA January 2009 - December 2010
Game Sales Specialist / GDC Event Coordinator
Managed the day-to-day operations of the Gamasutra.com job board
Served as the exhibitor point of contact for sales/events related inquiries for GDC 2009 and GDC
Europe 2010
Conducted weekly forecasting and competitive analysis for the Game Group sales team
Namco Bandai, Santa Clara, CA Summer 2007
QA Tester
Tested Ace Combat 6 and an unreleased title for the Nintendo Wii
Investigated and recorded gameplay, localization, and multiplayer bugs
Education
Master of Interactive Technology, specializing in Level Design
The Guildhall at SMU, 2011-2012
Masters Thesis: Balancing Practices for Virtual Economies
Bachelor of Arts in Communication and Film
Santa Clara University, 2004-2008
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Andy Simms Level Designer ******@***.***