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LinkedInProfile:
http://www.linkedin.com/in/patrickhaslow
End Objective:
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I am seeking a place where my abilities will be challenged and my skills can flourish.
I have become skilled in the use of a great deal of software in pursuit of my level designs,
and I have learned to make innovative use of several scripting languages along the way.
Expertise:
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• Level Design (UnrealEd, Radiant, Infernal Engine) |
• Photoshop: Texture Art |
• Level Scripting:
Kismet (Unreal Engine), Doom3 (idSoftware),
Dante (Terminal Reality)
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• 3DS Max: Modeling/ UV Mapping |
Experience:
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Level Designer, Irrational Games (October 2011- present)
Bioshock Infinite
• designing gameplay and environment layouts
• Level Designer, THQ Kaos Studios (March 2009- June 2011)
Homefront
• designed single player environment layouts, and scripted AI based combat encounters in Unreal Kismet
• designed, constructed, and iterated multiplayer maps in the Unreal Engine
• created design documents in Adobe Photoshop for internal studio Wiki
• Level Designer, Threewave Software (January 2007- December 2008)
Ghostbusters: The Video Game (Xbox 360, Multiplayer and Co-op):
• scripted AI behavior and environment related events in Dante script ( C++ “variant”)
• scripted in-game cinematics and NIS
• created design documents and graphics in Adobe Illustrator/Photoshop for publisher presentations
Wolfenstein (Xbox 360/PC, Multiplayer):
• designed environment concepts and prototyped multiplayer team-based gameplay
• modeled and textured visually striking environments in Radiant
• scripted player objectives in Doom3 script
• created design documents and graphics in Adobe Illustrator/Photoshop for publisher presentations
• Level Designer/ Texture Artist, Mod Community (2002-2006):
My previous game experience comes from the online mod community, where I created aesthetically pleasing,
fun and popular levels for Lucasarts' Star Wars: Jedi Academy (using GTK Radiant). Projects include:
Twilight on Tatooine: Concepted and built level design, scripted, created all textures and shaders
Peril in the Core: Concepted and built level design, scripted, created all textures and shaders
Devolution: Concepted and built level design, created all textures and shaders
Education:
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I have been fortunate to have had a thorough art education, and I draw
from that knowledge to create an infusion of aesthetic sensibility in my level designs.
Savannah College of Art and Design
Savannah, GA
MFA in Illustration |
Rochester Institute of Technology
Rochester, NY
BFA in Illustration |
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