Technical / Level Designer 302-740-6421 [email protected] http://www.stevebaroski.com/

SKILLS

Engines/Development Environments: Programming/Scripting Languages & APIs: • UnrealEngine4 (I-GAME 2.0) • C/C++ • Kismet • UnrealEngine3 (Section 8, Section 8: Prejudice, Aliens: Colonial • C# • Lua 5.1 Marines, Transformers, Phantom Dust) • PL/SQL • UnrealScript • Unreal Motion • Javascript • Hammer (Half-Life 2) Graphics • VBScript • IV Radiant • Blueprint • DoomScript • Construction Set (Morrowind, Oblivion) • Creation Kit (Skyrim)

Asset Creation & Additional Software: Level Design Skills: • 3DS Max • UI Scripting and Flow Design • Adobe Photoshop • BSP Manipulation & Texturing • Adobe Illustrator • Gameplay & AI Scripting • Adobe Premiere • Design Documentation • Office • Level Lighting • Microsoft Visual Studio • Gameplay Balance • Perforce • PC and 360 Optimization • Low/Medium Poly Modeling

PROFESSIONAL EXPERIENCE

I-GAME 2.0 - IPKeys August 2015 - Present Game Designer • Used Unreal Motion Graphics and Blueprint to create User Interfaces and all associated scripting for Operations Orders (OPORD), Threat Map, and After Action Review (AAR) systems. • Maintained numerous other User Interface systems including game menus and player heads up display (HUD) • Worked with other Game Designers to fix design-related bugs pertaining to all systems and features, simulation- wide

Phantom Dust – Darkside Game Studios July 2014 – February 2015 Technical Designer • Wrote up feature specific design documents for various features (spectator system, player camera controls, pickups) • Created and maintained basic functionality for wide variety of weapons and projectiles using primarily UnrealScript and C++, ranging from melee weapons to remote detonation mines. • Worked with other Technical Designers and Programmers to maintain the code backend to a complex skill system that needed to support over 400 unique skills.

Transformers: Rise of the Dark Spark – Edge of Reality July 2013 – April 2014 Contract Level Designer • Worked on 3 Singleplayer maps in conjunction with another designer, taking both maps from initial concept to console optimization • Created new level specific gameplay features (custom weapons, enemies, etc) for assigned levels

Minimum – TimeGate Studios October 2012 – March 2013 Level Designer • Worked on 3 Multiplayer maps, starting at the initial concept phase • Worked closely with Game Designers to prototype out new gamemodes

Page 1 of 2 Technical / Level Designer 302-740-6421 [email protected] http://www.stevebaroski.com/

Aliens: Colonial Marines – TimeGate Studios November 2010 – October 2012 Lead Level Designer • Oversaw a team of Level Designers through all stages of level development • Worked closely with Creative Director and Design Director on overall level direction for all assigned levels • Worked on select minor game design tasks and tweaks and assisted other developers on various scripting issues • Assisted other Level Designers in creation of 2011 and Destination Playstation 2012 demos

Section 8: Prejudice – TimeGate Studios August 2009 – November 2010 Campaign Designer / Level Designer • Created and maintained gameplay balance for all Campaign-specific weapons, vehicles, structures and enemies. • Created the Deadwood campaign map and took it through all phases of development from initial sketches to console optimization. • Worked with other level designers on a Multiplayer map, Whiteout, primarily focusing on console optimization.

Section 8 - TimeGate Studios April 2008 – August 2009 Level Designer • Created the Utah Crash Site map and took it through all phases of development, from initial sketches to PC and Xbox 360 optimization • Implemented singleplayer campaign Kismet scripting for Utah Crash Site map • Created Kismet scripting framework for use in singleplayer campaign variants of all shipped maps.

Brothers in Arms: Hells Highway – Gearbox Software June – August 2007 Level Design Intern • Responsible for LOD/Skybox map creation, Kismet scripting, and general bug-fixing (~125 tasks and bugs resolved over three months) • Created internal test maps and UI front-end used for testing various game functionality (weapons and AI) • Scripted basic objective and waypoint systems in editor for three levels • Cooked and tested Xbox 360 builds of levels for streaming/optimization purposes.

Déjà Vudu - The Guildhall at SMU August 2007 – March 2008 Lead Level Designer (Team Size: 11; 7 Level Designers, 2 Artists, 2 Programmers) • Adventure/Environmental Puzzle project for Half-Life 2 • Managed level designer work loads • Created base BSP for half of first floor of haunted mansion • Coded HUD elements for inventory, screen overlay, and in-game hint book using C++

The Guildhall at SMU June 2006 – March 2008 Level Design Student • Participated in multiple (~8) short term level design projects, both solo and with teams, using various engines • Created text-based adventure game using C++ • Created 2D using Lua

Education

The Guildhall at Southern Methodist University June 2006 - March 2008 Masters of Interactive Technology in Digital Game Development, Specialization: Level Design, Scripting. GPA: 3.86

Susquehanna University June 2002 - June 2006 Bachelor of Science in Computer Science, Minor in Mathematics Graduated cum laude, GPA: 3.79

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