Quentin Quiñones-Rezin Senior Level Designer
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QUENTIN QUIÑONES-REZIN SENIOR LEVEL DESIGNER SUMMARY CONTACT • 10+ years of Level Design experience: PC, consoles, and VR Email: [email protected] Phone: 818-331-7926 • Passion for creating unforgettable, highly-polished content Portfolio: quentinrezin.com • Dedicated to respectfulness, enthusiasm, self-motivation, References: linkedin.com\in\quentinrezin hard work, open communication, attention-to-detail ROLES & RESPONSIBILITIES Designer (Jan. 2021 – present) Bungie, Inc. Contract Associate Technical Designer (Dec. 2019 – Dec. 2020) Bungie, Inc. (Employed by TargetCW) • DESTINY 2 (live product) Iteration and finishing passes on 1st and 3rd campaign missions for the Beyond Light expansion Start-to-finish responsibility for Europa’s public-space encounters in the 3 “Fallen Empire” quests Collaborate with multiple teams and disciplines to solve technical design issues under WFH conditions Contract Senior Level Designer / Scripter (July 2019 – Oct. 2019) L i n d e n L a b • SANSAR (live product) Implemented quest content for the Sansar UGC platform across 6 "worlds" Personal Time (Feb. 2019 – July 2019) Parental Leave Stayed home as caretaker for newborn daughter while my wife returned to work (teaching) to finish the school year Senior Level Designer (Sept. 2018 – Feb. 2019) H o l o s p a r k • UNANNOUNCED PROJECT (cancelled) Chosen to lead prototype development efforts: systems design, character skills, & world-building Conceived a system for rapidly prototyping new player skills based on archetypal components Pre-production tasks, including involvement in planning for casual-friendly UI & controls • EARTHFALL: INVASION UPDATE (released 2018) Take 3 of 4 new ‘Horde Mode’ maps (in-progress) to completion on a tight deadline Tune currency gains & purchase costs for all Horde Mode content to encourage decision-making Responsible for tuning, playtesting, and iterating difficulty and enemy wave compositions QUENTIN QUIÑONES-REZIN SENIOR LEVEL DESIGNER Test Associate 1 (July 2018 – Sept. 2018) Undead Labs • STATE OF DECAY 2: DAYBREAK & ZED HUNTER UPDATES (released 2018) Perform rigorous test passes on the Daybreak DLC and adjacent patches Act as Test Team representative during development of the Daybreak hands-on demo used at Gamescom and PAX Contributed ideas and created initial test passes for Zed Hunter content update Game Certification Tester (Oct. 2017 – July 2018) C2S Technologies, I n c . Execute test cases for certification of titles on Xbox One consoles; reproduce and log issues Level Designer (July 2012 – July 2017) Ready At Dawn Studios • LONE ECHO (released 2017) – DICE 2018 Immersive Reality GotY; Kotaku's “12 Best PC Virtual Reality Games” During pre-production: collaborate on the design of all game systems, develop maps to test out potential features and rigorously analyze comfortability factors Plan the mission structure, level layouts, puzzles, major narrative beats, and scripting for the final 1/3rd of the game Reveal new “Bio Threat” mechanics organically along an increasing difficulty / complexity curve Devise and implement several dozen Bio Threat challenges to be encountered during the rescue mission Support the teams working on a "station interior" iteration pass by developing the groundwork for revised O2 Garden and EVA Prep / Airlock sequences • THE ORDER: 1886 (released 2015) Design the “Airship Agamemnon” level (PS Experience event demo) as well as chapters 6, 14 & 15 Own and maintain level documentation, “greybox” geometry, combat encounter designs, cinematics diagrams for motion-capture, gameplay and conversation scripting, asset lists, and bug backlog Build essential test maps for locking metrics, iterating AI systems, and tuning features Drive the creation of designer-focused tools: cover / traversal tool, combat encounter organization tool, conversation systems, telemetry collection database, point-of-interest tool Encounter Designer (May 2011 – Apr. 2012) 343 Industries • HALO 4 (released 2012) Responsible for combat design and level iteration on campaign mission: “Composer” Craft encounters while working toward proficiency with Halo’s unique AI planning system Develop scripts to efficiently problem-solve several complex level sequences Gather feedback at external playtest sessions to guide level adjustments QUENTIN QUIÑONES-REZIN SENIOR LEVEL DESIGNER Scripter / Level Designer (Sept. 2007 – Apr. 2011) i n X i l e Entertainment • CHOPLIFTER HD (released 2012) Brainstorm gameplay foundations and level concepts on a short-schedule project Formulate plans for tool iterations, scope management, and asset reuse • HUNTED: THE DEMON'S FORGE (released 2011) Lead a pod tasked with 3 of 7 chapters, emphasizing core mechanics and controlling risk Implement the tutorial, fine-tuning based on feedback to ensure maximum retention Took initiative: represent design interests in AI and boss meetings, improve UI and controls Propose new tools: conditional spawn scripting, dynamic fog system, and music automation Scripter / Level Designer (Sept. 2007 – Apr. 2011) inXile Entertainment • HEI$T (cancelled) Design, script, and debug scenarios for an open-world game using Unreal 3 and Kismet Write design documents, supplemental in-game text, and dialogue EDUCATION Bachelor of Arts, Computer Science (2002 – 2006) University of Arkansas, Fayetteville Bodenhamer Fellowship, Governor's Distinguished Scholarship 3.657 GPA, Cum Laude Honors in Engineering CSCE 490V Game Programming CSCE 4513 Software Engineering CSCE 4253 Concurrent Computing EXPERTISE PERSONALITY • Unreal 4 editor • “…thoughtful, disciplined, and very talented…” • Destiny- and Halo-series editors • “…respectful and professional…” • Ready at Dawn proprietary toolset • “…a joy to collaborate with…” • Visual scripting (Blueprint) • Text scripting • “…a desire to see his projects succeed across all • Maya levels, from the design to the art to the • Perforce / SVN narrative…” • JIRA / Trello / Confluence • “I've never seen anyone calmer under pressure.” • Microsoft Office Suite / Google Docs .