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I have four years experience as a Game Designer in the industry, with three years additional experience in QA and Production. I most recently held a position as a Senior Designer at Pandemic Studios where we have just completed work on The Saboteur for Xbox360, PS3, and PC. Previously I worked as a Game Designer at Savage Entertainment and I’m credited on the titles Transformers: The Game (PSP) and Scooby Doo – Who’s Watching Who (PSP) in addition to several PC titles created for the US Department of Defense and Department of Homeland Security.
My contributions to The Saboteur include 12 of the game’s freeplay missions, where I was Designer / Scripter, as well as overseeing the Freeplay group of 6 Junior Designers. My day-to-day activities involve a considerable amount of Lua scripting, worldbuilding in our proprietary toolset (built on a foundation of Softimage XSI), writing conversation dialog, creating proposals and prototypes for DLC, and mentoring Juniors. Outside of my usual job duties I also instituted and lead a weekly course in Lua scripting at Pandemic for aspiring Game Designers – mostly Juniors and QA folks who share my passion for the industry.
My education includes a Game Art and Design degree from the Art Institute of California and a Computer Science degree from the University of Georgia.
I'm very proficient with 3ds Max, Softimage XSI, and Maya – I was trained to use them in school and continue to use them for professional and personal projects. I've learned to use many game engines/editors in school and at work, including Torque, UnrealEd, Hammer, Operation Flashpoint, Multiverse, and proprietary engines and tools at Pandemic and Savage. I commonly use Xbox and PS3 development tools at work. I have experience scripting LUA, XML, Maxscript, Actionscript, and Javascript. My education includes programming in C++ and Java. I have no problem creating a design doc from scratch, mocking up a whitebox in 3D, creating or modifying assets, scripting triggers and events, setting up AI, editing and implementing sound, creating cinematic cutscenes and camera angles, writing dialog, designing user interface elements, and testing/iterating to perfection.
I would have to say that my passion for game development is strong and my work dedicated and productive because I’ve found my niche in life. I have both a strong creative and technical side to my personality and both sides need to be exercised. The position of Level / Game Designer is my ideal place because I’m able to develop my critical thinking and problem solving skills alongside my creativity and leadership skills. This is reflected in my background – I have both a degree in Programming and a degree in Video Game Art and Design. Add to this my experience of running my own business for 5 years prior to entering the Game industry and you’ll see how I manage to combine technical, artistic, and organization prowess into one package.
Thanks for your consideration,
Brian Bartram
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