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 • Quake IV Radiant • Blueprint • DoomScript • The Elder Scrolls 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 • Microsoft Office • Level Lighting • Microsoft Visual Studio • Gameplay Balance • Perforce • PC and Xbox 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.