|
William
Tyler Buser Level Design &
Scripting |
(618) 806.1601 Plano, TX |
SKILLS
·
Level Editors: UnrealEd 3 (UDK, UT3),
Hammer (Source), G.E.C.K. (Fallout 3), Torque X Builder
·
Design Skills: Scripting
(entity & code based input/output), BSP construction, texturing, lighting,
AI pathing, level streaming, entity placement, singleplayer, multiplayer
·
Languages: Kismet (UDK/UT3),
Hammer (Source), TESScript (Fallout 3), C#, Lua
·
Writing: Level Design
Docs and Abstracts, Asset Databases, Game Design Docs
·
Art: Autodesk 3D
Studio Max, Adobe Photoshop, Google SketchUp, Crazybump, Speedtree
·
General: TortoiseSVN,
Microsoft Office (Word, PowerPoint)
GAME DEVELOPMENT EXPERIENCE
INDIVIDUAL
EXPERIENCE
Crossbow Platformer — a Half Life 2: Episode 2 level Nov. 2009—Dec.
2009
·
Scripted
a new game mechanic where the player can build bridges and stairs with the
game’s Crossbow bolts and created seven unique puzzles that utilize this
mechanic.
·
Created
an intense boat chase where the player flees gunships, seeks refuge in an
automated barrel factory, and discovers the modified Crossbow mechanic while dispatching
enemies.
·
Created
a large linear world, new textures, new mechanics, and modified props.
Hard Landing — a
Gears of War level Sept.
2009—Oct. 2009
·
A
large open but linear world set in an island and water environment unique to Gears of War, where having survived a
helicopter crash, the player traverses on cable cars, fights through courtyards
and gardens, and climbs to the top of a grand bell tower for rescue.
·
Comprised of 14 streaming levels,
modified materials, rich interiors, grand exteriors, and cinematic sequences.
Oxford Ponds — a
Fallout 3 modification March
2009—May 2009
·
A
large open world with hours of gameplay comprised of dangerous mountain roads,
gorges, pristine neighborhoods, and several cave systems.
·
Players
battle raider encampments, neighborhood snobs, and bar-going cave dwellers.
·
Strong
characters offer the players opposing quests that allow for multiple endings.
Master’s Project — The
Influence of Laterality on Player Choice Including Pathing and Environment
Interactions
·
Attempts
to answer whether laterality (e.g. handedness, footedness) influences players’
choices and movements when navigating through game environments.
· Uses a Gears of War level comprised of unique environments designed to test the relationship between a person’s preferred handedness and their pathing choices made in game.
TEAM
EXPERIENCE
Hell’s Belle — a
UDK Project at the Guildhall Dec. 2009—May. 2010
Level
Designer
·
Designed the vertical slice level,
“Conservatory Superior”.
·
Worked in concert with other designers, artists,
and programmers.
·
Helped
established and maintain quality of vertical slice.
Jail Break: Prisoners of War — a Quake3 community modification Nov. 1999—May 2001
Level
Designer, Scripter
·
Designed
and created over seven levels.
·
Scripted
a unique jail-based mechanic where “captured” players of both teams are pooled within a single jail, where team-deathmatch
ensues until players are freed by their teams.
RECOGNITION
Winner of the
Austin GDC Game Narrative Review Scholarship
·
For
a narrative deconstruction of the original Half-Life
@
http://www.gamecareerguide.com/features/797/game_narrative_review_.php
OTHER EXPERIENCE
Cato Institute Aug. 2008—Dec. 2008
Media
Research Intern
·
Followed
Cato Scholars’ published work in all mediums, wrote press releases, transcribed
interviews and pod-casts, compiled media contact lists for studies, reports,
and op-eds.
Simutronics July. 2005—Aug. 2005
Intern
·
Created
scenes and took screenshots within Hero’s
Journey for release to publications.
EDUCATION
Southern
Methodist University, Dallas, TX Jan. 2009—May
2010
Guildhall – M.A. in Interactive Technology – Focus: Level Design.
Illinois
State University, Normal, IL Aug. 2002—Dec.
2006
School of Art – B.S. in Art – Major: Arts Technology.
HOBBIES
Indoor soccer, basketball, video/computer games, economics, sci-fi novels