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 Artist – Nitrate
Half Life 2 Multiplayer Car Combat Mod
- Researched and implemented custom shaders and breakable objects
- Modeled, unwrapped, and textured static world objects
Level Designer – Dawn’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 Artist – The 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 Designer – Greed
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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