Otherlander
  leftspinner rightspinner


_Patrick Haslow
level design ldcord

LinkedInProfile:
http://www.linkedin.com/in/patrickhaslow


End Objective:

_____________________________________________________________________________

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:

_____________________________________________________________________________

• Level Design (UnrealEd, Radiant, Infernal Engine)
• Photoshop: Texture Art
• Level Scripting:
Kismet (Unreal Engine), Doom3 (idSoftware),
Dante (Terminal Reality)
• 3DS Max: Modeling/ UV Mapping

 

 



Experience:

_____________________________________________________________________________

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:
_____________________________________________________________________________


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


 

 



 

concepts
textures
bio
contact