What They're Saying
SECTION 8: Operation Liberation
This level is the fourth mission in the Single Player Campaign utilizing the Edge of Oasis multi player map of which I designed from concept to completion for both MP and later SP game play.
"We're witness to Edge of Oasis, ( *Operation Liberation ) a level set in a sprawling outpost that's surrounded by swathes of dusty red plains. It starts off simple enough, with a simple point-to-point run seeing various - and very well defended - control points being captured across the map. With the control points dealt with, the difficulty ramps up at the level's climax. A convoy needs to be escorted from one end of the level to another, and at this point SECTION 8 really bares its teeth as it throws everything at the player. Enemy soldiers burn in at an alarming rate, gun turrets are set up at the most inopportune locations and hulking mechs stalk the route. The ensuing carnage is relentless, frantic and, most importantly, a lot of fun." IGN.com
SECTION 8: Hornet's Nest
This is a Multi Player map I designed for 16 players, from concept to completion. Wanting to create a vast environmental feel yet keep the players in close proximity for lots of opportunity for engagement.
"This map is a beautiful endeavor to close the distance of 3 CP engagements, and extremely well done. Already, I've had awe inspiring moments on this map."
"Hornet's Nest is a vast, complex, and beautiful place."
"My favorite is also hornets nest, because of the different levels, the water x_x, the weed and trees (is made with love to the detaille), and the cave grottos guarantee a nice battle!"
"This very green, linear asymmetrical map is notable not for the bases (although one does feature an uber-cool massive hologram which you can hide in lol), but for the complex bridges, gantries etc that run along and around the instant-death-river/canyon that runs the length of the map. This level really is as cool as hell and should provide lots of interesting pitched and running battles as teams group together along the various walkways." JoinSection8.com - Community Forums
BATTLEFIELD 2: Armored Fury
The level, "Operation Harvest" was my responsibility as the Level Designer, from conceptualizing to completion. Working along side my Level Artist and his wonderful use of color, we created a really exciting, realistic, and beautiful level.
"Though Armored Fury is a tank-focused game, that doesn't mean that infantry can't be effective. The designers have made it easy on the poor infantry by providing lots and lots of cover at each flag point." IGN.com
"Operation Harvest sees the MEC pushing through Pennsylvania Dutch country. The fight will rage across vast wheat fields, amid quaint farmhouses and silos and even a grain loading operation near a railroad line. Visually, it's the best level of the bunch, perfectly capturing the feeling that you're fighting for land that is undeniably American." IGN.com
"And then there's Operation Harvest, which is an absolutely beautiful map, drawn with the bruised palette of an early autumn thunderstorm just before the tornadoes touch down. There are orchards, windmills, grain silos, and even a covered bridge that will have a layer of snow on top of it in a few short months. The terrain is a great combination of natural cover and wide-open fields, alternately confounding to naked infantry and vehicles. It's easily one of the best maps in the game." YAHOO Games
"The new maps are nicely blended, featuring a good amount of vehicular combat and on-foot fighting. Tank battles grow to prominence in Armored Fury, making for a lot of explosions and intense action. Not to say that those who fight on foot are necessarily up a creek, as there are plenty of opportune positions that will give them the upper hand." GAMEZONE.com
BATTLEFIELD 2: Special Forces
Another quoted review relating to two Multi Player maps I designed from concept to completion, "Warlord" & "Iron Gator".
"There's enough new content in the levels to differentiate them from their predecessors and to provide more urban playgrounds to romp around in. For example, there's a palace level in which one side has to battle through a city to the palace's gates and then into the palace itself, which provides a large mix of indoor and outdoor combat. Yet perhaps the best new map is a reverse amphibious assault, in which the Middle Eastern Coalition forces must board and take over a US aircraft carrier defended by Navy SEALs; the action takes place on the carrier's deck, in its vast hangar bays, and in its corridors and rooms below." GAMESPOT.com
Houston, TX
713-732-4396
rhallwood@hotmail.com
OBJECTIVE
To create visually dynamic worlds and game play, bringing them to life through talent and skills acquired over the years of my industry experience. Interests include creating imaginative or realistic, and exciting environments with attention paid to detail. And the creative designing of enticing game play balanced with a visually stunning world utilizing the tools I have to work with throughout the level design process. Allowing the player to become immersed in richly compelling and rewarding environments of game play.
PERSONAL QUALIFICATIONS
- Accomplished Level Designer & 3D Environment Artist
- Completion of Certificate Course in 3D CGI, studying Alias Wavefront / Maya and Side Effects / Houdini
- Experienced in UE3 / MAYA / 3D Max / Photoshop
- Self motivated, team oriented candidate with experience in shipping successful AAA games
- Former Art Director / Creative Director
- Accomplished Commercial Designer & Illustrator
- Successful Coordination of job responsibilities while working under pressure to meet deadlines
PROFESSIONAL EXPERIENCE
Irrational Games June 2012 - Oct. 2012
BIOSHOCK INFINITE FPS ( XBOX 360, PS3, PC )
- Level Designer on-site with the Irrational team, scripting of minor combat game play and general mission scripting.
- Ensuring events, player navigation, and game play scripting worked as expected. Bug fixing and Kismet cleanup.
TimeGate Studios Oct. 2007 - Dec. 2012
ALIENS: COLONIAL MARINES FPS ( XBOX 360, PS3, PC )
- Principle Level Designer on the team credited with creating the 2011 'E3' Demo Walk Through.
- Designing & developing campaign levels for Single Player game play - FPS: Utilizing Unreal 3 Engine/Editor.
- Creation of Map Design doc outlining map overview, navigation, mission scenario, art concepts, references, etc.
- Level development from concept, blocking out, and game play scripting of enemies, NPC's, and IGE's.
- Mission Scripting and Story Development needed for game play in tandom with story script.
- A degree of set decorating completed following concepts, to assist ART team in environment setting & direction.
- Designing ambience with initial lighting set ups and audio cues for music tempo, dialog, tension, etc.
- Kismet scripting for Single Player Campaign game play including Matinee for In Game Events.
- Communicating across teams to ensure all variables work together as expected.
SECTION 8: PREJUDICE FPS ( XBOX 360, PS3, PC ) SECTION 8 FPS ( XBOX 360, PC )
- Designing & developing both Multi Player Maps and Single Player Levels and scripting game play.
- Utilizing Unreal 3 Engine/Editor.
- Level development from concept through block out, initial set dec'ng, and game play scripting to shipped release.
- Mission Scripting and Story Development following the written story.
- Kismet scripting for Single Player Campaign game play including Matinee for In Game Events.
- Assisted in coordinating between LD's art needs and Art's environment asset creation.
- Assisted in directing LD's through development of play space to meet requirements for optimization, navigation, LOS, chokepoints, confrontation, etc.
Propaganda Games Nov. 2006 - Sept. 2007
TUROK FPS ( XBOX 360, PS3 )
- Designing and creating Single Player levels for game play using Unreal 3 Engine/Editor.
- BSP and blocking out of indoor and outdoor play space.
- A degree of set decorating completed within the navigational place space.
- Level development from concept through Alpha, including game play scripting of enemies, NPC's, events.
- Kismet scripting for Single Player Campaign game play and events.
CE Digital Illusions: DICE Canada Feb. 2001 - Sept. 2006
Battlefield 2; Special Forces, Euro Force, Armored Fury (PC)
- Designing and creating environment maps for Multi-Player game play using proprietary editor.
- Level development from concept through block out, set dec'ng, and game play to shipped release.
- Blocking out of game play environment art, working in MAYA.
- Scripting of levels in relation to game play including control points, soldier/vehicle spawns, triggers.
- Designing exciting game play scenarios and careful attention paid to a sense of realistic environments.
Battlefield 2 (PC)
- Worked in MAYA / Photoshop for modeling, mapping and texture creation of military vehicles and weapons.
Battlefield Vietnam (PC)
- Designing and creating environment maps for Multi-Player game play using proprietary editor.
- Level development from concept through block out, set dec'ng, and game play to shipped release.
- Used Terrigen and Photoshop to polish the finished look of the levels.
- Scripting of levels in relation to game play including control points, player / vehicle spawns, overgrowth, and undergrowth.
- Careful to balance a sense of realism with exciting game play scenarios.
- Level art created using 3D Max.
Battlefield 1942:Secret Weapons of World War II (PC)
- Created military vehicles and level environment art using 3D Max.
- Texture creation for vehicles and environment art and their mapping.
- Multi-Player Level Design of the Map - Mimoyecques, from initial drafting to completion.
Midtown Madness 3 (XBOX)
- Worked in MAYA to model the unique architectural landmarks that fill Washington DC.
- Created the textures and mapped the models using Photoshop from digital photographs taken of landmarks.
- Lead the team to Washington D.C. to research and record as reference the neccesary elements to creating the Map Level's environment and game play.
Shrek (XBOX)
- Worked in 3D MAX to model levels, art assets, and mapping of textures.
- Designed game play unique to the game character's abilities.
- Configured and modeled AI meshes and streaming portals.
Advertising Artist 1983-1999
Prior to my decision to going back to college in 1999 to pursue a change of career, I spent seventeen years in commercial and graphic arts design. Working through Publishing, Pre-Press, and Advertising, I honed my talent and aquired skills in illustration,
conception and design development of advertising, corporate identity, point of purchase, package design, promotional, and publishing. Held positions of Coordinator, Creative Director, and Art Director.
EDUCATION
- Bell Center for Creative Communications, Centennial College 1999 - 2000
- Completed Certificate course in computer animation. Studies included, Alias Wavefront / Maya, and Side Effects / Houdini. Also story-boarding, lighting, texturing, sound, editing, compositing.
- Associates Degree, Visual Communications, Art Institute of Pittsburgh 1980 - 1983
- High school graduate. -1980
- Continuing education courses and seminars in software applications to enhance skills and follow software updates and advancements.
SALARY REQUIREMENTS
- Negotiable
- References available upon request
