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. Ive 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. Im a
very prolific designer who works well without constant direction. Im 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. |
| 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 |
|
|
|
|
|
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 |
|
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, (NPCs,
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 |
|
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 |
|
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 games
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 |
|
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 |
|
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 |
|
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.