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| D E R E K W A R N E R | ||||||
| Derek@derekwarner.net www.derekwarner.net |
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| OBJECTIVE |
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| To use my skills in art and game design, to learn new concepts on level and game design, and to create game designs and level designs on creative titles in the video game industry. | ||||||
| EDUCATION | ||||||
| The Art Institute of Phoenix Bachelor of Arts majoring in Video Game Art and Design |
2000 – 2003 June 19th, 2003 |
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| Grand Rapids Community College Fine Art Studies |
1997 – 1999 | |||||
| SKILLS | ||||||
| APPLICABLE SKILLS |
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| Unreal Engine 3 Level Design and Creation 3d Environment Design AI scripting and balancing LUA Scripting |
Game Scheduling and Production Programming and Scripting including Unreal Engine 3 Kismit Scripting |
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| SOFTWARE KNOWLEDGE | ||||||
| Discreet 3d Studio Max Adobe Photoshop Adobe Illustrator |
Unreal Engine 3.0 Far Cry Engine Google Sketchup |
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| WORK EXPERIENCE | ||||||
| May 2006 – Current | Zipper Interactive / SCEA SOCOM 4 (PS3) Senior Designer Covert Ops (Stealth) SHIPPED TITLE |
Designed all Covert-Ops missions. Created shell casing design spec. Created stealth meter design spec. Created design specs on Covert-Ops gameplay elements. Refined Covert-Ops gameplay. Scripted encounters and setups. Designed layouts and gameplay objectives. Wrote VO for 45 for Covert-Ops missions. |
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| Zipper Interactive / SCEA MAG (PS3) Senior Designer SVER Maps SHIPPED TITLE |
Designed and created many of the maps. Lead designer on all SVER maps. Worked with a team of designer’s prototyping and refined multiplayer game types. Scripted game elements. Worked closely with level artists to complete and polish levels. |
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| Socom: Combined Assault (PS2) Multiplayer Level Designer SHIPPED TITLE |
Designed and created all multiplayer maps for Socom: Combined Assault. Created game type and mission scripts. |
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| June 2005 – May 2006 | Ubisoft Montreal Rainbow Six: Vegas (X360) Single Player Level Designer Unreal Engine 3 Experience SHIPPED TITLE |
Creating main game level from scratch to completion. Creation of paper maps, to BSP layout, AI placement, and scripting. | ||||
| Aug 2004 – June 2005 | Perception PTY LTD Stargate SG-1 : The Alliance (PC, PS2, Xbox) Single Player Level Designer Unreal Engine Experience Single Player Level Designer Multiplayer Consultant 3D and Texture |
Created missions from concept to completion including objective setup, dialogue additions, cut scenes, enemy placement, enemy scripting, terrain and landscape creation, skybox creation, FX creation, and layout and flow of levels. | ||||
| July 2003 – Aug 2004 | Sierra Entertainment (PC) Unnannounced Title Environmental Artist Multiplayer Level Designer Unreal Engine Experience Multiplayer Level Designer Multiplayer Game Designer 3D and Texture Artist |
Created new multiplayer gameplay modes along with minor ideas and changes implemented into the game design doc Created art assets for multiplayer levels Designed all Multiplayer levels from paper map to completion. |
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| 2002 – 2003 | Copperhead: Retaliation (PC) Dungeon Siege Mod Creater/Designer/Aritst Dungeon Siege Modification Released June 23rd 2003 |
Created design doc and concept. Created all art assets and levels. Created website and marketing. |
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| ACHIEVEMENTS AND AWARDS |
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| Featured Mod in PC Gamer – July 2004 Featured Mod in GameStar – March 2004 The Art Institute of Phoenix – 3.7 G.P.A. |
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