Resume

Thanks for visiting my page. You can find my resume below. Feel free to contact me if you have any questions.

WILL HARRIS

Environment Artist

201 Lavaca St. # 431

Austin, Texas 78701

Cell: 512-517-0202

willharris1 AT gmail.com

http://wharris.wordpress.com

MARCH 2008 TO PRESENT

Certain Affinity

Environment Artist - Unannounced Project

Shipped Titles:

Call of Duty: World at War ( 360 / PS3 / PC )

Age of Booty (XBLA, PS3, PC)

APRIL 2006 TO JANUARY 2007

NCSoft (Destination Games)

World Builder - Richard Garriott’s Tabula Rasa (PC)

  • World builder on 13×3 km persistent shared level and 10 instanced dungeon levels

World building responsibilities:

  • Map creation, design, and theme from documentation stage to final build
  • Painting 2D height maps to block out terrain for large shared maps
  • Laying out gameplay spaces to meet requirements of designers
  • Terrain sculpting and texture painting using proprietary editor
  • Asset placement (architecture, flora, props, usables, VFX, etc) and final decoration
  • Asset creation: modeling, unwrapping, texturing, and publishing environment art assets
  • Working closely with 1 mission designer (quests, encounters, scripting) per map
  • Working closely with lead artists and art director to determine look and feel of maps
  • Working closely with other world builders to share techniques and to maintain consistency
  • Basic scripting duties (regions, skies, teleporters, display text, minimaps)
  • Optimization of maps, light templates, and assets
  • Lighting and sky creation

JULY 2004 TO DECEMBER 2005

The Guildhall at SMU

Level ArtistNitrate
Half Life 2 Multiplayer Car Combat Mod

  • Researched and implemented custom shaders and breakable objects
  • Modeled, unwrapped, and textured static world objects

Level DesignerDawn’s Early Light
Half Life 2 Singleplayer Map Pack

  • Sole level designer for “Base Survival,” a Half Life 2 single-player horror level
  • Map creation, design, and theme from documentation stage to final build
  • BSP Construction, detail work, terrain, texture placement, asset placement, and lighting

Environment ArtistThe Hunt
Neverwinter Nights Singleplayer Demo

  • Hand painted 30+ environment textures to reskin Neverwinter Nights geometry
  • Modeled, unwrapped, and textured world objects
  • 2006 Independent Games Festival Finalist – Best Mod (RPG Category)

Level DesignerGreed
Unreal 2004 Multiplayer Mod

  • Sole level designer for “GRD-Graveyard”
  • BSP construction, terrain sculpting and texturing, lighting, detail work, asset placement
  • Created global particle effects, custom shaders, and scripted entities

SKILLS

  • Environment Modeling and Texturing Tools: 3ds max, Zbrush,  Photoshop, CrazyBump
  • Level Editors: COD Radiant, Unreal 3 Ed, Hammer, Molder (NCSoft Proprietary), Aurora Toolset (NWN)
  • Production Tools: Ms Office, Project, Perforce, Illustrator
  • Lighting and Shader Creation

EDUCATION

The Guildhall at SMU Dallas, TX
Master’s Certificate in Digital Game Development: Level Design, December, 2005.

West Virginia University Morgantown, WV
Bachelor of Arts, History, December 2003.


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