...I am currently working as a level designer at Kaos Studios using the Unreal Engine 3.0 on Frontlines: Fuel of War: an XBox360/PC/PS3 near-future themed FPS to be published by THQ. If you are interested in learning more, please contact me at bromley999@hotmail.com

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Technical Skills:
• Skilled with Unreal Editor 4.0 (UE3)
• Skilled with Unreal Editor 3.0 (UT2004)
• Proficient with Unreal Editor 2.0 (UT99)
• Proficient with Adobe Photoshop 7.0
• Proficient with Alias Maya 8.0
• Proficient with Dreamweaver MX 6.0
• Skilled with Windows OS PCs
• Skilled with MS Office Suite

Senior Level Designer: Kaos Studios; New York, NY; 07/08 - present; unannounced AAA UE3 FPS multiplatform title to be published by THQ:
• Created a Formal Abstract Design Language for MP FPS Level Design Analysis.
• Collaborated with coders, artists, level design team, and beta testers.
• Prototyped gameplay for Singleplayer gameplay.
• Prototyped gameplay for Multiplayer gameplay.
• Participated in SCRUM groups for developing the next project.

Level Designer: Kaos Studios; New York, NY; 08/07 - present; Frontlines: Fuel of War; AAA UE3 FPS XBox360/PC title published by THQ, Feb 25, 2008:
• Collaborated with level designers, gameplay designer, and coder on gameplay/level design prototypes
• Collaborated with coders, artists, level design team, and beta testers
• Ran performance optimization statistics and identified areas of game for optimization improvement on Xbox360.
Frontlines: Fuel of War Website; & Frontlines: Fuel of War at IGN.

Level Designer: nFusion Interactive; Manalapan, NJ; 05/06 - 08/07; Hour of Victory. Released: 06/26/07; AAA UE3 FPS XBox360 title published by Midway Games Inc.:
• Collaborated with coders, artists, level design team, and beta testers
• Created single-player levels from design sketches & text descriptions
• Created & edited Level Design Documentation
• Used Kismet to script AI behaviors, level events, and objectives
• Used Cascade to create particle effects
• Created scripted prefabs using Kismet and level assets
• Created materials using the material editor
• Implemented a lighting pass on one level
• Play tested & fixed bugs using TestTrackPro as a bug database
Hour of Victory website; & Hour of Victory at IGN

Project Lead, Level Design, Environmental Art, Graphic Art, Webmaster, Motion Graphics, & Tester; Ultimate Community MapPack Vols 1, 2, 3, & 4: 11/04 - present; www.ucmappack.org
• Developed 2 levels independently and co-authored one more with 2 other authors.
• Developed extra art asset package for separate release. 3D Models and 2D textures.
• Collaboration with several Unreal 2004 Community Level Designers to develop UCMP Vols. 1, 2, 3, & 4
• Based on team feedback from previous mappacks, created UCMP 2, 3, & 4 schedules, map development schema, and content voting schema.
• Conducted PR and coordinated UCMP 2, 3, & 4 release with several Unreal Community Web sites on behalf of the team.
• Designed, coded, created graphics, and implemented UCMP 1, 2, 3, & 4 web sites.
• Conceived, matineed, and edited UCMP 1, 2, 3, & 4 video trailers.
• UCMP1 Mappack was included on DVD packaged with UK Magazine PCZone's June 2005 issue.

Editor;; Sjoerd De Jong; 2008: 04/08 - 06/08;
....."The Hows and Whys of The Games Industry" Second Edition www.hourences.com
• Re-wrote and edited the manuscript.
• Provided feedback and discussion on content, design theory, writing, and vocabulary.

Editor/Proofreader;; Sjoerd De Jong; 2007: 08/07 - 10/07;
....."The Hows and Whys of The Games Industry" www.hourences.com
• Edited and proofread the manuscript.
• Provided feedback and discussion on content, the US industry, writing, and vocabulary.
• Was one of many industry professionals interviewed for the book.

Editor/Proofreader;; Sjoerd De Jong; 2006: 08/06 - 10/06;
....."The Hows and Whys of Level Design" www.hourences.com
• Edited and proofread the manuscript.
• Provided feedback and discussion on content, design theory, writing, and vocabulary.

Lead Prop Modeler: 06/05-08/06; Birthstar Frontline; url currently unavailable
*note: project indefinitely on hold.
• A 'Future War Simulation' mod developed on Hammer.
• Provided feedback on level design.
• Worked with concept art to create low-poly props for game environment.

Level Design, 'Editing Consultant': 04/05-07/05; Project Torlon CXP; torlan.forerunners.org
• Contributed a CTF map for the Project Torlon ancillary project, Nexus CXP. Goal was to create a Halo-themed UT2004 map. Released 10/31/05. Inspiration drawn from screenshots and concept artwork posted at Bungie's web site, and screenshots from the team's forums.
• Assisted regular Project Torlon Teammembers in identifying root causes for editing problems and worked with them to resolve.

Other Unreal Editor & Related Experience: 2004 - present; Level Design, webmaster; www.avld.org
• Created and released five UT2004 maps prior to getting involved with any other projects. My first map was included in the Extreme Players' 'Round 1' Mappack.
• Previous maps, reviews, and press can all be found on the individual map pages in the 'Level Design' area of this site.

If you are a potential employer, I have 2 resumes available, both in MS Word format. One is a downloadable copy of the above. The other is an extended resume which includes my
non-game industry work history. Please e-mail me to request the complete resume.



or email me for the complete resume at: