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Please Note

My complete resume including references and referees is available upon request. To arrange to recieve a copy of my resume, please email me at azmodai@gmail.com

 

Personal and Contact Information

Name Evyn 'azmodai' Shuley
Nationality Australian
Main Talents Level & Game Design
Other Talents 3d Modelling, 2d Drawing, Coding and Scripting

Email azmodai@gmail.com
MSN azmodai@gmail.com
LinkedIn Profile www.linkedin.com/in/azmodai

 

Skills

Skills - Level Design

Skills - Game Design

Skills - Technical

Skills - Applications

 

 

Commercial Experience

Transmission Games, Melbourne - Australia, Onsite
Position: Senior Designer
Project(s): Sin City (terminated), Heroes Over Europe (released 2009), Rotorhead (released to publishers 2009), Janes F-22
Platform(s): Playstation 3, XBOX 360 and PC
January 2008 - October 2009

Details
Hired full time as a Designer to develop game and level content for Sin City. Upon this projects termination I was moved to the Heroes Over Europe project as a Designer. Responsible for designing feature specifications, game features, mechanics and building game & test levels to demonstrate gameplay functionality, linear progression, story elements, challenge and fun elements.

Promoted to Experienced Designer in June 2008.

Responsible for heading a feature team and controlling a specific aspect of the game to final release. The project was released in 2009, see my professional page for more information.

Promoted to Senior Designer in June 2009.

Moved onto working on the Rotorhead Project. Completed a demo within 3 months that was released to publishers. I was transferred onto Janes F-22 until the companys closure in October 2009.

Applications
Gcat, Lua Scripting, XBOX 360 & PS3 Development Kits, Perforce, JIRA & Hansoft, Unreal Engine 3

Guerrilla Games, Amsterdam - The Netherlands, Onsite
Position: Online Designer
Project(s): Killzone 2
Platform(s): Playstation 3
September 2006 - May 2007

Details
Hired full time as an Online Designer (level designer and partial game designer) to develop Killzone PS3's online and multiplayer component. Responsible for developing two multiplayer levels (16 & 32 player versions of both) from the ground up. I was required to design the levels around specific gameplay features, mock up the levels and refine the gameplay, routes and placements progressively over the time period until the levels were given to the art team to reproduce and complete.

Worked with programming team and lead online designer to develop features and refine multiplayer game modes. Assisted in weapon and feature balancing.

Applications
Maya, Photoshop, Microsoft Office, PS3 Development Kits, Perforce, Test Track Pro

 

Vision Studios USA, Freelance
Position: Level Designer
Project(s): Section 8 Early Prototype
Platform: PC
February 2006 - August 2006

Details
Hired full time as a level & game designer designer to mockup and prototype game modes, mutliplayer game modes and to develop single player prototypes for two individual projects. I was required to design these levels from the ground up including pre-production and production stages. Assisted in developing game modes and the game design (story, game progression, weapon balance, enemy development and balance)

Applications
Unreal Engine 3, Photoshop, Microsoft Office, 3d Studio Max

 

Tripwire Interactive, Freelance
Position: Level Designer
Project(s): Red Orchestra Ostfront: 1941-1945
Platform(s): PC
October 2005 - December 2005

Details
Hired part time as a level designer to develop a single level (Konigsplatz) around a real world setting with the lead game & level designer. Assisted in asset creation, level creation and flow development. Assisted in developing the core gameplay features of the level and placement of key objectives.

Applications
Unreal Engine 2.5, 3d Studio max, Microsoft Office, Photoshop

 

Perception Pty Ltd, Sydney - Australia, Onsite
Position: Level Designer
Project(s): Stargate SG1: The Alliance
Platform(s): PC, Xbox, PS2
September 2004 - February 2006

Details
Hired full time as a level designer to develop two missions of the single player campaign of Stargate SG1: The Alliance. Each mission spanned 5 to six individual levels and was required to be maintained across three platforms.I was required to develop the levels from the ground up including floorplans and route design, cover and object placement and general architecture. Worked with a script reference and worked in tandem with two artists in developing the artistic style. Responsible for the creation of one of the multiplayer levels from the ground up including object placement, routes and architecture.

Applications
Unreal Engine 2.5, 3d Studio Max, Microsoft Office, Photoshop, Alienbrain

 

 

Non-Commercial Experience

Strike Force 2004
Online Community Modification
2004 - 2005

Details
Developed levels and assisted in testing, balancing and developing the Strike Force 2004 Modification. Developed two levels from the ground up - SFTDM-Combustion and SFTDM-Bushwalk. Developed floorplan and routes, defined key chokepoints, developed some specific meshes and textures where required.

Applications Used
Unreal Engine 2.5, 3d studio Max, Maya, Photoshop

 

Uskaarj 2004
Online Community Modification
2003 - 2004

Details
Developed four levels (see levels page) and prototypes for Uskaarj 2004, assisted in developing level requirements and developing the gameplay and game modes of this modification. Wrote documentation for implementing mini map features. Developed linear game modes and prototypes.

Applications Used
Unreal Engine 2.5, 3d studio Max, Maya, Photoshop

Conquest Marines
Online Community Modfication
2002 - 2004

Details
Developed five levels released to the public (see levels page) and prototyped mana others for Conquest Marines 2003. assisted in developing the vehicles and the weapons balance. Created levels from scratch including pre-design and visual development of theme and architecture.

Applications Used
Unreal Engine 2.5, 3d studio Max, Maya, Photoshop

 

 

 

 

 

 

 

 

 

 

 

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