Matt Bromley
Unreal Engine Level Designer since 2006
Senior Level Designer

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Technical: Non-Technical:
• Skilled: Unreal Editor (UE3)
• Proficient: Adobe Photoshop
• Beginner: Alias Maya
• Beginner: Devtrack & TestTrack
• Skilled: Windows OS
• Skilled: MS Office Suite
• Excellent attention to detail
• Excellent analytical skills
• Excellent communication skills
• Excellent organizational skills
• Creative problem-solver
• Fluent in French

Professional Design Experience:

Kaos Studios; New York, NY; 08/07 - 6/11;
Senior Level Designer: HomeFront; AAA UE3 FPS XBox360/PC/PS3 title published by THQ Mar 15, 2011
Responsibilities: Develop and iterate MP & SP whiterooms/prototypes and eventual mission docs. Own mission gameplay
execution from initial development, through layout/combat iteration, collaboration with other departments, to polish,
and finally to bug fixes. Keep other designers up to date with incoming scripting tools, workflow improvements,
optimization techniques, and combat toolset. Field technical and difficult bug questions from design team. Participate
in and host meetings, reviews, and planning sessions. Participate in SCRUM groups.
• Collaborated with another LD on competitive MP FPS Level Design Analysis using a Formal Abstract Design Language
• Evaluated Autodesk Kynapse with other departments and then taught the SP LD team how to use it
• Managed the streaming and combat scripting for 2009 and 2010 E3 Homefront presentations
• Designed and assisted programmers in developing new Kismet for AI and other functions as well as other new tools
• With design team feedback, created and standardized the kismet for SP checkpoints, streaming, and player death
• Was one of the two LDs that acted as memory and framerate optimization contacts for the level design department
• Mission 3 (Fire Sale) mission owner but also contributed significantly to roughly ¾ of the other SP levels
• Inherited an MP DLC level; finished the design and brought it to completion
Level Designer: Frontlines: Fuel of War; AAA UE3 FPS XBox360/PC title published by THQ Feb. 25, 2008:
Responsibilities: Create and document memory and framerate performance reports over time. Communicate problem
areas to design team and work with lead LD on improvement suggestions.

IADT Detroit; Troy, MI; 06/09;
Speaker and Industry Panelist: 2009 Interfaces Conference
• 45 min. presentation on Analyzing Level Design from Abstract Concepts down to Measurable Attributes
• General Games Industry Topics panelist

N-Fusion Interactive; Manalapan, NJ; 05/06 - 08/07;
Level Designer: Hour of Victory. AAA UE3 FPS XBox360/PC title published by Midway Games Inc June 26, 2007
Responsibilities: Develop and iterate SP whiterooms/prototypes and eventual mission docs. Own encounter gameplay execution from initial development, through layout/combat iteration, environmental art, FX, and lighting implementation,
to polish, and finally to bug fixes. Participate in meetings, reviews, and planning sessions.
• Used Kismet to script AI behaviors, level events, prefabs, and implement mission objectives
• Used Cascade to create particle effects and the Material editor to create materials
• Implemented environmental art passes on significant portions of three levels and a lighting pass on two levels

Personal Work Design Experience:

UCMP Ultimate Community MapPack Vols 1, 2, 3, & 4; 11/04 - 02/08;
Project Lead, Level Design, Environmental Art, Graphic Art, Webmaster, Motion Graphics, & Tester;
Responsibilities: Develop levels and assets independently and collaboratively. Manage team, recruitment, and PR. Create and iterate on team schedule and development plans. Design, implement, and update team website and forums. Create and release video promotion in conjunction with release schedule.

Sjoerd De Jong: 2006, 2007, & 2008;
Editor: "The Hows and Whys of Level Design"; Second Edition, Sjoerd De Jong; 2008: 04/08-06/08, "The Hows and Whys of The Games Industry"; Sjoerd De Jong; 2007: 08/07-10/07, "The Hows and Whys of Level Design"; Sjoerd De Jong; 2006: 08/06-10/06; www.hourences.com
Responsibilities: Proof and edit manuscript, return to author in a timely manner. Provide feedback and minor content additions.

General Unreal Editor Experience: Matt Bromley's Portfolio www.avld.org; 2004 - present;
• Independently experimented with UT3, Gears of War, UT2004, and Unreal Tournament Editors
• Independently developed and released five UT2004 community levels; the first of which was included in a (now defunct) community mappack and made the front page of BeyondUnreal
• Wrote 100+ reviews of community-created levels for NaliCity
• Wrote 100+ Unreal Kismet Tutorials.

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