Eric C. Reuter

E-mail: ereuter1@comcast.net

Phone: 609-698-7565

Download a Microsoft Word™ version of my resume:  E. Reuter Resume in MS/Word Format

Credits:

Level Designer – Shadow Warrior (3D-Realms)

Level Designer – Half Life - Opposing Force (Multiplayer) (Gearbox Software)

Special Thanks – Half Life - Blue Shift  (Gearbox Software)

Design (Level Designer) – Star Trek Deep Space Nine: The Fallen (The Collective)

Additional Level Design – Unreal (Epic Games)

Level Designer – James Bond – 007: Nightfire (Gearbox Software)

 

Senior Level Designer - Game Designer
OBJECTIVE To work as a level designer and assist in game design for 3D First / Third person action games, for PC or other platforms. Utilizing extensive experience in the game industry, work with a motivated team to design and produce superior quality environments and exciting and well-polished gameplay.

 

TARGET JOB Desired Job Type: Contract - Telecommute
Desired Status: Full-Time, Part-Time
Salary: Negotiable - based on project requirements
Site Location: Off-Site – Home Office / Telecommute
Description of my perfect job:
Producing top-quality levels and designs for 1st and/or 3rd person game titles. I’ve done this for the past 9 years, (all in telecommute positions), and would like to continue to offer my extensive design and gameplay experience to game design companies looking for polish, expertise, an enthusiasm for games and gaming. I’m a very prolific designer who works well without constant direction. I’m an avid gamer myself, and I would enjoy working with like-minded, enthusiastic developers.
Career Level: Highly Experienced (9+ years of experience)
Date of Availability: Immediately

 

TARGET COMPANY Company Size: No Preference
Category: Computers, Software
Description of my ideal company:
A game design company that is highly motivated and focused, comprised of talented designers who love computer and video games and gaming, and who enjoy creating exciting and entertaining titles, as well as playing them. Prefer to work for established company that has produced and shipped quality titles.
TARGET LOCATIONS Relocate: No.
US-NJ-Southern
WORK STATUS US I am authorized to work in this country for any employer.

 

EXPERIENCE 6/2003 - 8/2003 Zombie Games Seattle, WA
Level Design / Concept 3D models
Assisted the development of "Spec Ops – Red Mercury" by providing detailed Concept levels of the Eiffel Tower for a climactic level set for the game. Work involved utilizing the Unreal Warfare (Unrealed 3) engine to craft 4 concept levels of various parts of the tower, in addition to a complete tower reference model for presentation to the publisher for a critical milestone. This was intended to be a short term contract for assistance in this particular area, as the developer had insufficient personnel and expertise to be able to provide the necessary materials in the requested timeframe.

 

6/2001 - 8/2002 Gearbox Software Plano, TX
Level Designer
Worked as a level designer, using a modified Half-Life engine and Worldcraft (GearCraft) on "CounterStrike – Condition Zero", a single and multiplayer release based on the CounterStrike franchise. Contributed the Radio Station level to this project, which is hostage rescue scenario, set in a modern office building that houses radio broadcasting facilities on the second floor. Also worked on the single player and multiplayer portion of "James Bond 007: Nightfire", for PC, a James Bond licensed game, published by Electronic Arts. This game also utilized a highly modified Half-Life engine and WorldCraft toolset (GearCraft) Level creation for Nightfire involved working on a very tight and directed schedule. My responsibilities were for the geometry, texturing and lighting for the infiltration and subsequent escape from a large Japanese skyscraper, including diverse locations such as the underground parking garage, staircases, an ornate and grand lobby, skywalks, and a suspended rooftop heliport.

 

5/2000 - 12/2000 Collective Studios, Incorporated Laguna Beach, CA
Level Designer
Worked as a level designer on "Star Trek – Deep Space 9, The Fallen", a 3rd person action and adventure Star Trek game, based on the Deep Space Nine television series, licensed from Paramount Studios. Responsible for level creation and completion of existing, unfinished levels. The game utilizes a highly modified Unreal Tournament engine. My responsibilities included creation and modification of level geometry, lighting, sound, scripted sequences, all aspects of gameplay implementation and tweaking, (NPC’s, speed optimizations, weapon and ammo / health balance etc.) Also contributed numerous screenshots of levels for advertisement. Levels contributed included all of the Bajoran Temple locations for character "Kira", including the start missions for the game, when playing as her character. Also, all of the interior portions (6 total levels) of the crashed starship, the Ulysses. These levels provided different missions for characters Sisko and Worf.

 

7/1999 - 10/1999 Gearbox Software Plano, TX
Level Designer
Recruited by Randy Pitchford, lead designer on "Half-Life – Opposing Force", to contribute a multiplayer level to be included with the game, as a member of a select group of industry "All-Star" level designers, who also contributed multiplayer levels. The level contributed is titled "Untimely Demise", and is a small, tight, deathmatch level with emphasis on a stealth approach in some locations, and agility and speed in others.

 

11/1998 - 3/2000 Pterodactyl Software United Kingdom
Lead Level Designer
Worked as a lead level designer on "UnrealPSX", utilizing a port of the Unreal engine to the Sony Playstation. Responsible for the development of a large percentage of the game’s levels, and for providing direction and assistance to the other level designers on the project. This project was dropped by the publisher (InfoGrames) prior to publication.

 

5/1998 - 11/1998 Mojo Science Pflugerville, TX
Level Designer / Game Designer
Worked as a level designer on a game that was under development, but never published, called "Maxx Universe", with long time associate, Frank Maddin (lead programmer for Shadow Warrior and numerous other shareware games when formerly at 3D-Realms). Completed numerous demo levels using the Unreal engine, to present as playable demos of the game concept, and to be used for filming video tapes for presentation to publishers.

 

1/1995 - 2/1998 Epic Games (formerly Epic Megagames) Raleigh, NC
Level Designer
Worked as a level designer, under contract, during the almost 3 year development cycle for "Unreal", a top 5 selling 3D first person action game, released in May 1998. Helped in all aspects of design of gameplay aspects of Unreal, including working closely with texture and modeling artists for creation of level textures, weaponry, items and NPC actors and enemies. Aided strongly in the design of multiplayer aspects, drawing on many years of experience as a designer and accomplished multiplayer gamer. My work centered on creating "Nali Skycity" level environments, which combined grand sweeping vistas, coupled with more "gritty" areas. The inspiration for the architecture and geometry combined Renaissance themes with middle-age towns.
Worked alone on a proprietary level pack for Epic for a bundling deal with an OEM vendor. This involved creating a design document and working to design a complete, standalone level pack with a unique theme. This was unfortunately never published.
Contributed dozens of level screenshots that were used in many advertisements (PC Gamer NextGen), and some of them make up a large portion of the Box, CD, and booklet artwork.

 

12/1993 - 7/1996 3D-Realms Garland, TX
Level Designer
Worked for over 2 years as a level designer, under contract, on "Shadow Warrior", a Build engine 1st person action game. Accepted the role as lead level designer when working with Frank Maddin and Jim Norwood, before the game development was moved "in-house" to 3D-Realms offices in Garland, TX.
Responsible for creation of over 25 unique levels focused on a game design that at the time, was gearing for a mystical, ancient Japanese theme. Later contributed 4 "new" production levels used in the finished product, after the game was radically redesigned.
Contributed many of screenshots of levels that were used in advertisement.

 

EDUCATION 5/1981 Rutgers University US-NJ-New Brunswick
Professional
Course work in Economics and Business Administration. Minor work in Biology and Environmental Science.
AFFILIATIONS 8/1998 - Present GDC Member
SKILLS Skill Name Skill Level Last Used Experience
UnrealEd Expert Currently used 5+ years
WorldCraft Expert Currently used 3+ years
Q3Radiant Familiar Currently used 12 months
3DS Max Beginner Currently   used 2 months

 

Additional Info: Had numerous DOOM and DOOM2 levels published (and credited) by SAMSä Publishing, in 2 different volumes, "Tricks of the DOOM Programming Gurus" and "3D Game Alchemy".

References available upon request.