At SMU Guildhall, I received a Master's degree in Level Design and focused on scripting. I chose to attend The Guildhall to gain a better understanding of the video game industry in an environment that mimics the intensity of real world development. My experience at The Guildhall not only prepared me for my time at BioWare, but has given me the foundation I need to thrive within the industry.
While at The Guildhall, I was a member of three team game projects (one 2D single player project, one 3D multiplayer project, and a 3D single player project). This was in addition to the individual work done creating levels for various game engines. At BioWare I was selected to join that Spawn Team, where I learned and used a variety of tools and systems for development on Star Wars: The Old Republic.
I love everything about video game development (yes, even crunch has a special place in my heart). My expertise is in Level Design, but expanding my knowledge of any aspect of game development always gets me excited. This enthusiasm for enhancing gameplay has led to learning and applying various technical skills. This includes a number of scripting languages such as C#, Unreal Script, LUA, and Call of Duty 4 scripting. Along those same lines, I became proficient enough in 3D Studio Max, UE3's Cascade, Matinee and Photoshop to serve as a project art manager. This understanding of the multiple facets of development has served me very well when working with artists, programmers and systems designers in order to better fulfill my responsibilities while working on The Old Republic.
My ability to move seamlessly between multiple roles compliments my strong design skills, utilizing all of my skills to their fullest capacity. I believe these traits enable me to contribute to the industry as a Level Designer, with the ability to act as a generalist, filling any role necessary to get the job done.