Enmity
Boss battle using Quake4
Remnants
UT2K4 Deathmatch map (one week development time)
Two Worlds
UT2K4 Deathmatch map
Escape From Ithuria
Three player 3d person cooperative puzzle platformer
Space Invaders
UT2K4 VCTF map (one week development time)
Enmity
Boss battle using Quake4
The Color Of Doom
Half-Life2 Team Project
Stand Alone
Half-Life2 stealth combat sandbox
Remnants
UT2K4 Deathmatch map (one week development time)
Jordan M. Hirsh Designer/Scripter
Level Design Skills
- Construction – BSP, Terrain, Height maps, Voxel, Static Mesh
- Gameplay – Design, Flow analysis, Testing, Balancing
- Scripting – Gameplay, Cinematic, Event
- AI – Placement, Pathing, Scripting
- Leadership – Deadlines, Document maintenance, Peer Leadership
- Modeling – Creation, UVW mapping, Texturing
- Texturing – Hand painting, Photo reference, Materials
- Documentation – Concept, Level Design, Game Design, Asset and
development plan, Scheduling
- Programming – Entity creation (UT2004, Gears of War, Radiant,
Source)
Software And Applicable Skills
Prgramming Languages:
- Assembly (MASM)
- ANSI C
- ANSI C++
- Java
- Lua 5.1
- Visual Basic
- Unreal Script
- Quake Script
- Torque Script
Project/Design Management:
- Microsoft Visio 2003
- Source Control – Tortoise CVS, Subversion CVS
- Smart Draw 2008
- Microsoft Project 2003
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Level Editors:
- Hammer – Half-Life 2, Portal
- Radiant – Quake 4
- UnrealEd – Unreal Tournament 2004
- UnrealEd U3 – Gears Of War
- Torque Game Builder
- The Elderscrolls Construction Set - Oblivion
Art Software:
- 3D Sudio Max 10
- Adobe Photoshop CS3
- Adobe Illustrator CS2
- Adobe Flash, Fireworks, Dreamweaver
- Microsoft Office 2007: Word, Excel
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Game Experience
The Color of Doom January – July 2008
Lead Level Designer (Faculty Appointed) – Half-Life 2 Team Project
- 15-member team (6 Level Design/ 6 Artists / 3 Programmers)
- Created the level design document for large multi room level
- Performed final detail pass on all levels: added BSP detail,
lighting tweaks, model adjustment
- Oversaw and collaborated with level designers in level creation
- Programmed area of effect special attack
- Solved multiple code integration bugs
- Synthesized activities to ensure top quality final product
Escape From Ithuria July – September 2007
Producer (Faculty Appointed) – Unreal2004 Team Project
- 15-member team (7 Level Design/ 6 Artists / 2 Programmers)
- Collaborated with designers, artists and programmers to create an
innovative and fun game play experience
- Performed final detail pass on all levels: added BSP detail,
lighting tweaks, model adjustment
- Level Construction: BSP placement, texture placement, and lighting
for final level
- Leveraged legacy A.I. code to create several A.I. profiles: Chasing
melee A.I. for Golem, Pathing A.I. for Golem, Chasing Melee A.I. for
Mini Elementals, Chasing / Ranged A.I. for Elementals, Standing A.I. for
Fire Spitters, Standing A.I. for Clockwork Knights, Chasing A.I. for
Clockwork Knights, Chasing/Flying A.I. for final boss.
- Authored asset and development plan
- Held and ran all team meetings
- Ensured all milestones were exceeded
Enmity October - December 2007
Level Designer – Quake 4 Individual Project
- Designed level in conjunction with customized A.I.
- Authored level design document
- Level Construction: BSP placement, texture placement, lighting,
entity placement, encounter planning and balancing
- Scripted several custom weapons: Low damage rocket launcher for 3rd
room boss, Low damage rail gun for 2nd room boss, Dark matter blaster
hybrid weapon.
- Scripted/Programmed customized A.I., A.I. simulates a strategic
battle utilizing scripting and minor base code changes
Lycan The Dark Secret January - March 2007
Level Designer – Torque 2D Team Project
- 4-member team (2 Level Design/ 2 Artists)
- Designed the third level
- Designed: Combat system, health system, HUD, Menus, A.I. behavior,
2D particle effects, custom 2D physics
- Collaborated on balance and fine tuning systems to find the “fun”
- Created Game design document
- Programmed: Combat system, health system, pickups, HUD, menus, A.I
behavior, 2D particle effects, custom 2D physics
Stand Alone January - July 2008
Level Designer – Half-Life2 Individual Project
- One level single player stealth mission
- Level Construction: BSP placement, texture placement, lighting,
entity placement and encounter balancing
- Authored level design document
- Generated scripted stealth system: Scripted limited view cone,
Scripted limited audio range, Scripted custom detection reaction,
scripted “dark” system for player hiding
Work experience highlights
Falcon Northwest, Ashland, OR 2001 – 2002
Office Assistant
- Streamlined daily accounts receivable processes by developing
customized
- Maintained a high volume workload, performed with absolute accuracy,
and met strict deadlines
Internet CDS, Medford, OR 1998 – 2001
Technical Support (Lead Technician)
- Advanced and bolstered activities of fellow technicians and business
clients by providing training, motivation, and support
Academic Experience
Southern Methodist University: the Guildhall, Plano,TX July 2008
Masters of Interactive Technology, Digital Game Development, Specialization
in Level Design
Southern Oregon University Ashland, OR June 2006
Bachelors of Science in Computer Science
- Won Computer Science Academic Service Award in 2004
- Collaborated with faculty to create Game Programming Club
- Introduced Torque game engines into game programming courses