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D E R E K W A R N E R [email protected] www.derekwarner.com OBJECTIVE To use my knowledge, skills, and expertise, to create cutting edge entertainment in the video game industry. EDUCATION The Art Institute of Phoenix 2000 – 2003 Bachelor of Arts majoring in Video Game Art and Design June 19th, 2003 SKILLS APPLICABLE SKILLS Unreal Engine 3 and 4 Level Design and Creation Level prototyping 3d Environment Design Game Scheduling and Production AI scripting and balancing Advanced Unreal Kismet Scripting Unreal Blueprint Scripting Xbox 360 Development Steam Development PlayStation 3 Development PlayStation 4 Development Xbox One Development SOFTWARE KNOWLEDGE 3d Studio Max Unreal Engine 3 Adobe Photoshop Unreal Engine 4 Adobe Illustrator Google Sketch up Blender WORK EXPERIENCE March 2018 – Blind Squirrel Games Level blockout and creation Current Scripting of gameplay objects DRIFTERS Cutscene creation SENIOR LEVEL DESIGNER UI design March 2016 – Crystal Dynamics Single and multiplayer level scripting February 2018 Level blockout and design THE AVENGERS PROJECT Game mode scripting and design SENIOR DESIGNER SHADOW OF THE TOMB RAIDER Created and blocked out levels SENIOR DESIGNER Scripted AI Combat (Playstation 4, Xbox One, PC) Focused on new enemy AI combat scripting SHIPPED TITLE Focused on traversal and runout section Created new and interesting combat with unique enemies for series June 2014 – Red 5 Studios Created and blocked out many core missions January 2016 Created the layout and blockout for a new zone, The FIREFALL Amazon Warzone SENIOR LEVEL DESIGNER Created and modified multiplayer maps for Jetball (PC) and Team Deathmatch SHIPPED TITLE Created pipeline to export Sketchup level layouts into the game for quicker iteration Designed level content for an open world MMO November 2011 – Airtight Games Created documentation and maps for the level April 2014 In partnership with Square Enix design team Created system for gameplay animations and MURDERED: SOUL SUSPECT interactions SENIOR GAME DESIGNER Extensive Unreal 3 Kismet scripting (Xbox One, PlayStation 4, Xbox 360, Extensive work with streaming and fitting levels into PlayStation 3, PC) memory on major consoles Unreal Engine 3 SHIPPED TITLE May 2006 – Zipper Interactive / SCEA Project Completed in 6 months. November 2011 UNIT 13 Designed 3 missions in an accelerated timeframe. SENIOR LEVEL DESIGNER Scripted encounters. (PlayStation Vita) Scripted mission types SHIPPED TITLE SOCOM 4 Designed all Covert-Ops missions SENIOR LEVEL DESIGNER Created shell casing design spec Covert Ops / Stealth Missions Created stealth meter design spec (PlayStation 3) Created design specs on Covert-Ops gameplay SHIPPED TITLE elements Refined Covert-Ops gameplay Scripted encounters and setups Designed layouts and gameplay objectives MAG Designed and created many of the maps SENIOR LEVEL DESIGNER Lead designer on all SVER maps (PlayStation 3) Worked with a team of designer’s prototyping and SHIPPED TITLE refined multiplayer game types Scripted game elements Worked closely with level artists to complete and polish levels SOCOM: COMBINED ASSAULT Designed and created all multiplayer maps for MULTIPLAYER LEVEL DESIGNER Socom: Combined Assault (PlayStation 2) Created game type and mission scripts SHIPPED TITLE June 2005 – May Ubisoft Montreal 2006 RAINBOW SIX: VEGAS Unreal Engine 3 Experience LEVEL DESIGNER Creating main game level from scratch to (Xbox 360, PlayStation 3, PC) completion. Creation of paper maps, to BSP layout, Unreal Engine 3 AI placement, and scripting SHIPPED TITLE Created second campaign mission, the Calypso Casino Aug 2004 – June Perception PTY LTD 2005 STARGATE SG-1: THE ALLIANCE Created missions from concept to completion LEVEL DESIGNER including objective setup, dialogue additions, cut (PC, PlayStation 2, Xbox) scenes, enemy placement, enemy scripting, terrain Unreal Engine 2 and landscape creation, skybox creation, FX Canceled Project creation, and layout and flow of levels July 2003 – Aug Sierra Entertainment 2004 SPECIAL FORCES Created new multiplayer gameplay modes. ENVIRONMENT ARTIST Created art assets for multiplayer levels. MULTIPLAYER LEVEL DESIGNER Designed all Multiplayer levels from paper map to (PC) completion. Unreal Engine 2 Canceled Project 2002 – 2003 COPPERHEAD: RETALIATION Created design doc and concept. CREATOR / DESIGNER / ARTIST Created all art assets and levels. (PC) Created animations of new enemies. Dungeon Siege Total Conversion Created website and marketing. Dungeon Siege Modification Planetcopperhead.com RELEASED JUNE 23RD 2003 .