William Tyler Buser

Designer

 

wtbuser@gmail.com

www.williamtylerbuser.com

(618) 806.1601

Plano, TX

·         Level Editors: UDK, Hammer, G.E.C.K., idStudio

·         Design Skills: Scripting (entity, input/output, code based), BSP construction, texturing, lighting, AI pathing, level streaming, entity placement, singleplayer, multiplayer

·         Scripting: Kismet, Hammer I/O, TESScript (Fallout 3), SuperScript

·         Writing: Level Design Docs and Abstracts, Asset Databases, Game Design Docs

·         Art: Modo, Adobe Photoshop, Google SketchUp, Crazybump, Speedtree

·         General: Perforce, Hansoft, Word, Agile

Work Experience

id Software, Richardson, TX

Associate Designer

Doom 4                                                                                                                                                         June 2010—Present

·         Designed competitive multiplayer levels and world spaces at all stages of development via paper design, blockouts; implemented game modes, AI systems, spawning, and balancing.

·         Collaborated with team members of all disciplines on level concepts, balancing, and implementation.

·         Worked closely with engineers to develop rapid iteration in tools and AI implementation.

RAGE                                                                                                                                                         Jan. 2011—Aug. 2011

·         Created new cooperative experiences from single player levels; redesigning enemy encounters, art, lighting, objectives, VO, item placement, and player gating.

·         Ported various maps, troubleshot for console certification for all co-op levels.

·         Collaborated with team members on cooperative mechanics, AI limitations, HUD design, and scoring systems.

Cato Institute, Washington D.C.                                                                                                     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.

Mod Experience

Jail Break: Prisoners of War — a Quake3 community modification                               Nov. 1999—May 2002

Level Designer, Scripter

·         Designed seven levels for launch and various map packs.

Education

Southern Methodist University, Dallas, TX           Jan. 2009May 2010

Guildhall – M.A. in Interactive Technology – Focus: Level Design.

·         Designed half a dozen levels, game types, and took them to final production art quality in Unreal3, Half-Life 2, Fallout 3, and Gears of War.

·         Worked closely and collaborated with other students  in the development of three different game projects.

 

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.

 

Illinois State University, Normal, IL         Aug. 2002Dec. 2006

School of Art – B.S. in Art – Major: Arts Technology.