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Resume

OBJECTIVE

Seeking a full time position in Game Design.

EDUCATION

B.A. Computer Video Imaging, specializing in Game Design.
Cogswell Polytechnical College, Sunnyvale, CA – 2004

BACKGROUND SUMMARY

The four and a half years I have spent in the game industry have given me the chance to work on a wide variety of titles across several platforms that have made me suited for a position as a Game Designer. Leading team members has helped me gain the skills necessary in the creation of gameplay features that are fun, and work within the game as a whole. I have worked with the production group to breakdown tasks, identify dependencies and help establish milestones that work toward achieving the vision in a timely manner. I have hands-on experience with a wide variety of level design, scripting and other content creation tools. I am extremely passionate about games and the creation of unique gameplay experiences.

WORK EXPERIENCE

Factor 5 - San Rafael, CA 2006 to 2008
Lead Systems Designer - March 2008 to Dec 2008
Lead Designer - Aug 2007 to March 2008
Level Designer - May 2006 to July 2007

Main tasks included design leadership, implementation of game features, training newer members, and aiding in the creation of development tools.

  • Worked with Project Lead and other designers in the creation and maintenance of the Design Document.
  • Provide the team and publisher with a clear vision of the game through diagrams and prototypes.
  • Lead cross-disciplinary implementation and balancing of major game systems (controls, player behavior, camera, UI, game meta-structure).
  • Trained newer team members in tools and pipeline. Evaluated work at regular intervals to ensure quality and help in team development.
  • Worked with tools and content developers to solve workflow problems and provide new features.

Santa Cruz Games - Santa Cruz, CA 2004 to 2006
Level Designer/ 3d & 2d Artist: Main tasks included importing art assets, level layout, AI tuning, and aiding in the creation of development tools.

  • Worked with other artists in the creation and importing of art assets through the pipeline that were both beautiful and memory efficient.
  • Laid out levels including placement of art assets, player collision & visibility, and creating fun gameflow.
  • Tuned Enemy AI, NPC AI and mission objectives to create a fun, balanced, moment to moment experience.
  • Worked as main support for tools developers in the creation of designer controlled features in the SCG Worldbuilder.

Lucky Jump Games - Emeryville, CA 2005
2d Artist (Contracted): Main tasks included creation of 2d background art, importing art assets, and management of level palettes.

  • Created tilized backgrounds art that reflected the provided source reference while keeping tile count manageable and reuseable.
  • Imported art assets created by myself and team members, managing colors with Pro Motion and Debabilizer.
  • Managed level palettes to make sure that they adhered to hardware requirements and set up special effects such as index cycling.

TECHNICAL SKILLS

  • 3D Design Tools: Maya 8.0, L3D (F5), Hammer (Valve), Aurora (Bioware), SCG Worldbuilder (SCG)
  • Other Design Tools: MS Office, MS Excel, Visio, Confluence (wiki), Adobe Photoshop CS2, Object Builder (F5), Perforce, Microsoft Visual Source Safe, Debabelizer, Pro Motion, Tilekiller, IS Nitro Character
  • Scripting Languages: C/C++, JAVA, sPunch (F5), sMac (F5 state machine)
  • Other Interests: Rock climbing, Fencing, Cooking, Music

SHIPPED TITLES

-Title Classified- March 2008 to Dec 2008
Developer: Factor 5
Platform: Nintendo Wii
Publisher: Classified
Lead Systems Designer on a casual title for the Wii.

-Title Classified- Aug 2007 to March 2008
Developer: Factor 5
Platform: Nintendo Wii
Publisher: Classified
Lead Designer on a 3rd person shooter featuring ground and arial combat.

LAIR May 2006 to July 2007
Developer: Factor 5
Platform: Sony PLAYSTATION 3
Publisher: SCEA
Level Designer on a 3rd person ‘Fight and Flight’ action game.

Superman Returns DS July 2005 to Feb 2006
Developer: Santa Cruz Games
Platform: Nintendo DS
Publisher: Electronic Arts
Level Designer on a 3rd person action/racing title accompanying the 2005 summer movie release

Noddy: A Day in Toyland June 2005 to July 2005
Developer: Lucky Jump Games
Platform: Game Boy Advance
Publisher: KE Media
2d Artist on a 2d sidescrolling adventure game based on the popular children’s cartoon.

Madagascar: Island Mania Feb 2005 to March 2005
Developer: Santa Cruz Games
Platform: PC
Publisher: Activision
3d Environment Artist on a children’s activity center based on the Madagascar movie license.

Fantastic Four Nov 2004 to Feb 2005
Developer: Santa Cruz Games/Digital Eclipse
Platform: JAKKS Platform Plug ‘N Play TV Games
Publisher: JAKKS
2d Artist and Level Designer on a side scrolling platformer based on the comic book license.

Stop Clock Drop June 2004 to Oct 2004
Developer: Independent Project
Platform: PC
Designer and Artist on award winning independent puzzle game.

Zombies Zombies Zombies! Jan 2004 to June 2004
Developer: Cogswell Game Club
Platform: PC (Unreal 2004 mod)
Art Lead: Maintained Art bible and helped train younger members in creation of concept art and assets for the student run Game Club.

All artwork is copyright Drew Langlois 2009. Do Not use without Permission.