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Quality Assurance Sales

Location:
Salinas, CA
Posted:
November 20, 2012

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Resume:

A ndy Simms

Level Designer

***********@*****.***

www.acsgames.com

831-***-****

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

1

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

2

Andy Simms Level Designer ******@***.***



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