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William Tyler Buser Designer |
(618) 806.1601 Plano, TX |
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Level
Editors: UDK, Hammer, G.E.C.K., idStudio
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Design
Skills: Scripting (entity, input/output, code based), BSP construction,
texturing, lighting, AI pathing, level streaming,
entity placement, singleplayer, multiplayer
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Scripting:
Kismet,
Hammer I/O, TESScript (Fallout 3), SuperScript
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Writing: Level
Design Docs and Abstracts, Asset Databases, Game Design Docs
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Art: Modo, Adobe Photoshop, Google SketchUp,
Crazybump, Speedtree
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General: Perforce,
Hansoft, Word, Agile
id Software, Richardson, TX
Associate Designer
Doom 4 June 2010—Present
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Designed competitive multiplayer levels and
world spaces at all stages of development via paper design, blockouts;
implemented game modes, AI systems, spawning, and balancing.
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Collaborated with team members of all
disciplines on level concepts, balancing, and implementation.
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Worked closely with engineers to develop rapid
iteration in tools and AI implementation.
RAGE Jan. 2011—Aug. 2011
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Created new cooperative experiences from
single player levels; redesigning enemy encounters, art, lighting, objectives,
VO, item placement, and player gating.
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Ported various maps, troubleshot for console
certification for all co-op levels.
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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
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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.
Jail Break: Prisoners of War — a Quake3 community modification Nov. 1999—May
2002
Level
Designer, Scripter
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Designed seven levels for launch and various
map packs.
Southern
Methodist University,
Dallas, TX Jan. 2009—May
2010
Guildhall – M.A. in Interactive Technology – Focus: Level Design.
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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.
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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
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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. 2002—Dec.
2006
School of Art – B.S. in Art – Major: Arts Technology.