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NIGEL COUTINHO www.nigelcoutinho.com

Level Designer | World Builder [email protected]

SKILLS WORK EXPERIENCE

White box | Grey box SMU Guildhall | Teaching Assistant (TGP1) 5 | Perforce | 6 Months (Present) BSP Block out Assist professors in TGP and give feedback to students on their work and suggestions for improvement 3D Modeling Provide TGP students technical support using Perforce and Unity 5 for their coursework Unwrapping | Texturing Regularly examine and evaluate student teams scrum boards and documentation World Building Unity 5 | 3 Months Scene Composition Groove Jones | Contract Level Designer Landscape | Terrain Editing Designed layouts and three levels from concept to polish Responsible for particle FX creation and audio integration into the project Scripting | Visual Scripting Cross-discipline communication regarding UI Design, Gameplay, Mechanics and Art Creation Environment Storytelling Playtested and iterated design and gameplay based on tester feedback Single | Multiplayer Design Design Documentation TEAM WORK Cinematics | Matinee/Level Sequences Re:Bound | Level Designer 4 | 17 Developers | 6 Months UE4 Material Editing Built three levels using mod-kits and integrated them into the central hub world Quality Assurance Collaborated with other designers to create multiple puzzles and game-play features Rapid Prototyping Animated objects and cameras using Matinee/Level seq., evoking engaging environments to life Level Lighting Worked with the lead artist to perform aesthetic passes on all levels and maintain the art style Quest Design Actively participated in the QA pipeline via playtesting and bug resolutions Animations Auxilium | Level Designer Unreal Engine 4 | 50 Developers | 4 Months Agile | Scrum Responsible for designing and developing the Cargo Hangar core level layout Assisted other level designers to improve and balance the fun game-play experience LEVEL EDITORS Produced materials and constructed blueprints to control conveyance of dynamic level events Modeled proxy 3D assets for hero pieces and level specific props with detailed measurements Chrome 6 () Potion Motion | Level Designer Unity 5 | 5 Developers | 3 Months Galaxy Map Editor Paper Designed Three levels and further developed final levels digitally using Photoshop Unreal Engine 4 Forged game sound FX and music using Audacity Hammer Editor Designed the in-game Menu system Creation Kit Assisted the Game designer with the overall game puzzle design and flow for all the levels Unity 3D Radiant INDIVIDUAL WORK Level Designer Chrome Engine 6 (Dying Light)| 7 Months CryEngine | Lumberyard Dead Valley | Designed a small open world map using different types of landmarks to navigate players SOFTWARE Visually scripted custom hack-able turrets for the level Documented research and progress through weekly milestones MS Office Word | Excel | Iterated design of the level and gameplay based on weekly QA playtest sessions PowerPoint The Last Spirit Prison | Level Designer Creation Kit | 2 Months Adobe Photoshop | Illustrator Assembled a level using mod-kits and props into the Skyrim world Adobe Premier Worked on polishing the aesthetics and game-play of the interior dungeon and exterior island Autodesk 3DS Max | Maya Designed the quests with custom weapons as rewards to help with level progression Crazy Bump | xNormals Scripted a two-phase mini-boss fight Substance Painter Scripted AI spawn sequences with added visual juice effects and game-play puzzle elements Quixel Suite Audacity Hyperion Battleship | Level Designer Unreal Tournament 4 | 2 Months Perforce Drafted a 5v5 player CTF map on paper and further developed it from concept to polish Wwise Modelled and textured 75% of assets which included props and Mod-kits for building the level Jira Scripted an elevator system at the centre of the level to enhance game-play engagement Worked on Lighting, material editing, and animations for level dynamics, aesthetics and juice SCRIPTING LANGUAGES EDUCATION UE4 Blueprints The Guildhall at SMU | Texas - USA Chrome 6 (Dying Light) Masters in Interactive Technology for Level Design Papyrus (Creation Kit) Thesis: Directing Players Across a Small Open World Using Good Landmark. Hammer I/O LUA ICAT Design and Media College | Bangalore - India C# Bachelors of Arts in Digital Media for Game Design