BRANDON SOUDERS Level Design 2600 Ventura Dr. # 1329 Plano, TX 75093 www.bsoud.com 817.320.3102 bsouders@smu.edu SKILLS -Level Editors- Unreal Ed 2.5, Unreal Ed 3, Radiant, Hammer -Modeling/Texturing Tools- 3D Studio Max 8, Photoshop CS2 -Scripting- Unreal Script, C++, Visual Basic, Radiant Script, Half-life 2 -Source Control- Tortoise SVN 1.4.1, Perforce LEVEL DESIGN SKILLS -Design Documentation -BSP Blockout -Low Polygon Modeling -High Polygon Modeling -Modular Asset Development -Texture Creation -Normal Mapping -UVW Unwrapping -A.I. Scripting -Lighting -Optimization -Terrain GAME EXPERIENCE Unannounced Title - Gearbox Software (Internship) July-September 2006 Level Designer (Multiplayer) -Worked with team of three programmers, three artist, and six level designers to create prototype environments to support new multiplayer gameplay for a World War II first person shooter -Created unique concept for map and worked directly with artist to develop custom art for the environment -Completed detailed blockout for level including terrain, environmental lighting, and skybox using Unreal 3 Toybox Heroes – The Guildhall at SMU September-December 2006 Level Designer, Environmental Artist (Half-Life 2 Team Project) -Worked together with five programmers, three artist, and seven level designers to create a three dimensional fighting game -Completed BSP blockout for proof of initial concept, scripted events, applied world textures, and implemented environmental lighting -Modeled, unwrapped, and applied preliminary textures to ten world objects off of reference photos in order to accurately portray real world scale Ransacked! – The Guildhall at SMU January-March 2006 Level Designer, Environmental Artist (UTK2004 Team Project) -Worked with a team of five programmers, two artist, and five level designers to create an original multiplayer game in three months using Unreal -Created five custom static meshes for the level including modeling, unwrapping,texturing and implementation into Unreal Ed -Completed detailed BSP blockout to convey the desired look and feel of the environment to the team -Worked on committee within team to help establish continuity between all levels and art in the game Marble Quest –The Guildhall at SMU July-September 2005 Level Designer, Environmental Artist (Scrolling Game Dev Team Project) -Worked within team of two level designers, and one artist to develop a 2D side scrolling game from July to September -Constructed four tile sets, two sprite animations, and used Visual Basic Scripting for construction of gameplay elements Water Station No.19 – The Guildhall at SMU October 2006-Febuary2007 Level Designer (Individual Project) -Created map using Hammer to support thesis on communication through the use of form -Implemented physics puzzles and scripted enemy encounters for the entirety of the level -Refined player paths in order to improve the flow of the level and increase gameplay -Applied world textures and populated the environment with the use of static meshes and detail brushes Ventilation Facility – The Guildhall at SMU March 2006-June 2006 Level Designer (Individual Project) -Created level using Radiant to fit seamlessly within the original game, Quake 4 -Scripted several dynamic gates throughout the level using Radiant Script -Completed all texturing, environmental lighting and population of gamespace -Implemented several emitters and used environmental fog to help create a dilapidated feeling for the environment EDUCATION The Guildhall at SMU, Dallas, Texas March 2007 -Masters of Interactive Technology, Specialization in Level Design Texas State University, San Marcos, Texas May 2005 -Bachelor of Fine Arts in Communication Design WORK EXPERIENCE Pacific Brands Retail Group August 2003-December 2004 Assistant Manager -Assisted in daily management of a retail outlet for a company based out of Irvine, California while enrolled full time in undergraduate studies -Supervised employees, created schedules, opened and closed store, and received shipments