|
All work copyright © 2006 Kim Acuff Pittman
and
 |
|
|
|
|
|
Skills
|
|
• Level Editors: UnrealEd, Radiant (Quake III and Quake 4), Hammer (Half-Life
2), Aurora Toolset (Neverwinter Nights), Modified Aurora Toolset (Neverwinter
Nights 2), TES Construction Set (Morrowind and Oblivion)
• Level Design Skills: BSP blockout and detail geometry, lighting, optimization,
level and game-flow planning, 2D concept and layout sketching, scripting (for
above engines and in C++), static mesh creation (modeling, unwrapping,
texturing), texture creation, level and game design documentation
• Art Tools: 3D Studio Max 7 and 8, Photoshop CS2
• Documentation Tools: Microsoft Office 2003: Word, Excel, PowerPoint, Project
2003, Publisher 2003, Front Page 2003.
• Source Control Tools: Tortoise SVN 1.4 |
|
Game Experience
|
| The Guildhall at SMU - The Journey (NWN2
Master's Project) |
September 2006 – March 2007 |
|
Level Designer
• Designed an adventure based in the D&D rule-set to apply storytelling techniques and research
• Wrote a short story for meta-game storytelling
• Wrote all lines of dialogue
• Built, lit, decorated, populated an interesting world
• Designed and implemented all gameplay and AI encounters
• Wrote the level design document
|
| Arkham Labs |
Plano, TX | July 2006 - September 2006 |
|
Level Designer
• Worked with a small team of Level Designers and Programmers to create virtual
reality scenarios for use in research in using virtual technology to teach
people how to respond in dangerous situations.
• Designed and implemented a level for an alternate scenario in Hammer
• Created art assets including over 40 Static Meshes and Textures
• Wrote the scenario dialogue and setup, including possible variant uses for the
scenario
|
| The Guildhall at SMU – Zombie Street (Half-Life 2 Individual Project) |
September 2006 – March 2007 |
|
Level Designer
• Designed a level based on physics gameplay with unlimited replay value
• Built, textured, lit, and optimized a Half-Life 2 level
• Designed and implemented all gameplay and AI encounters
• Wrote the level design document |
| The Guildhall at SMU – Toybox Heroes (Half-Life 2 Team Project) |
September 2006 – March 2007 |
|
Level Designer
• Worked with a 15 person team made up of Level Designers, Artists, and Programmers to create a fighting game within the Source Engine.
• Designed the concepts for 2 levels
• Created the blockout for the Dollhouse level
• Wrote the level design document for the Dollhouse level
• Implemented the scripted event hazards in the Dollhouse level
• Wrote dialogue and one-liners for the characters |
|
Directed Focus Study: The Guildhall at SMU – Mary Celeste (Quake 4 Individual Project) |
April 2006 – June 2006 |
|
Level Designer
• Designed a level to tell a story visually
• Built, textured, lit, and optimized a Quake 4 level featuring approximately 15 minutes of gameplay
• Placed and scripted all enemy AI and placed all items
• Scripted a system of lights and triggers that slowly changed the atmosphere of the level
• Wrote the level design document
|
| The Guildhall at SMU – Great Winter (UT2004 Team Project) |
January 2006 – March 2006 |
|
Level Designer
• Designed a level based on Onslaught gameplay
• Built, textured, lit, and optimized the Muspellheim level
• Modeled, unwrapped and textured over 10 static meshes
• Wrote the level design document for the Muspellhiem Level
• Contributed story and background sections to the game design document
• Worked with the designer to accurately implement the Norse mythology ideas and runic writings
|
| The Guildhall at SMU – Silent Scream (SGDK Team Project) |
July 2005 – September 2005 |
|
Level Designer
• Designed and built a 2D side-scrolling action game Scrolling Game Development Kit
• Created interesting gameplay using hidden areas and breakable walls
• Created over 200 environment tiles
• Created over 20 pick-up icons
• Designed and built a large, single castle level
• Wrote the concept, game design, and asset and development documents
|
|
Education
|
|
The Guildhall at SMU |
Plano, TX | March 2007 |
|
• Master of Interactive Technology in Digital Game Development
• Current cumulative GPA: 3.8 (as of November 2006)
|
|
Bethel College |
McKenzie, TN | December 2004 |
|
• Bachelor of Arts in Liberal Arts, Minor in English
• Minor in English
• Cumulative GPA: 3.8 |
|
Areas of Interest
|
|
• Designing D&D adventures from scratch. Serving as Game Master for 3 years
in a D&D group.
• Meta-Game writing for D&D
• Dialogue and character development
• Creative Writing in various Genres
• Scripting within engines and in C++ |
|
Non Industry Work Experience
|
| Memphis Theological Seminary |
Memphis, TN | December 2001 - June 2005 |
|
• Worked in Data Entry in the
Development Department during breaks from College |
|
|
|