Jeremy Raymond
Level Designer
http://www.JeremyRaymond.com
jraymond79 [AT] gmail.com
Technical Skills
Level Design: World Building, Block Out, Detailing, Iteration, Polish, Environment Design, Terrain Editing, Level Animation, Lighting, Low Poly Meshes, Scripting, Gameplay, Storytelling, AI Encounters, Flow, Pacing, Atmosphere, Balancing, Leadership and Planning
Editors: Faber and Bonobo (Halo), UnrealEd/UE2/UE3/UE4, HeroEngine (Elder Scrolls Online), Hammer, Radiant, Sandbox, Bethesda Tools, Torque, Blizzard editors
Applications: Maya, 3ds Max, Photoshop, Audacity, Ableton, Microsoft Office Suite, Visual Studio, Notepad++, ConTEXT, Subversion, Tortoise SVN, SDwin, Perforce, JIRA
Scripting: Kismet, Hammer, Radiant, UnrealScript, Torque, LUA, GRID (ESO visual scripting tool)
Professional Experience
First Strike Games
May 2016 - Present
Senior Level Designer - Unannounced Project
- Sole Level Designer on a new AAA video game IP
343 Industries
April 2014 - April 2016
Multiplayer Level Designer - Halo 5: Guardians / The Master Chief Collection
- Warzone principle level designer
- Paper prototyping and design documentation for multiplayer levels
- Used Maya to block out and implement layout designs
- Used Faber and Bonobo proprietary tools to implement and balance gameplay
- Collaboration with artists to ensure environment art fit the overall vision and design
- Iterated on levels daily after receiving playtest feedback
- Provided feature support, testing, and bug-fixing of all multiplayer levels
Freelance Designer
February 2013 - April 2014
Indie Development / Contract Design
- Research and prototyping of own indie project
- Contract Level Design on Transformers IP
- Design, documentation, prototypes, block out, level detail, lighting, and scripted single player gameplay using UE3 tools for client
Certain Affinity
January 2011 – February 2013
Multiplayer Level Designer - Halo 4, Halo Anniversary, Halo: Reach
- Paper prototyping (top-down level sketches)
- Designed and documented levels
- Used Maya to block out and implement designs
- Used Sapien and Bonobo proprietary tools to implement gameplay objects and modes
- Designed and implemented level and skybox animations in Maya
- Collaborated with artists on the levels I designed to ensure all level detailing matched the theme and supported the gameplay design
- Iterated on levels on a daily basis after receiving playtest feedback
- Provided feature support, testing, and bug-fixing of all levels
ZeniMax Online Studios / Bethesda Softworks
August 2008 – July 2010
Content Designer - The Elder Scrolls Online
- First level designer/world builder hired on the team, designing initial layouts
- Designed and documented zones and dungeons
- Used HeroEngine based proprietary tools to block-out and implement designs
- Worked closely with writers to design and implement gameplay, quests, and encounters
- Designed and implemented environmental and ability/spell effects which included the construction of particles effects and scripting animated movement
- Collaborated with artists on the zones and dungeons I designed to ensure all beautification matched the central vision of the world and supported the designs I implemented
- Provided feature support, testing, and bug-fixing of all implemented content
Academic Experience
Alumnus of The Guildhall at SMU
January 2007 – July 2008
Level Designer
- Designed, documented, blocked-out, iterated, and polished levels
- Level detailing, lighting, and vis portals after BSP construction
- Modeled, unwrapped, and textured environmental meshes and assets
- Designed core gameplay, theme, and story elements
- Scripted level events, battles, and mechanics
- Created Concept Documents, Pitch Documents, Level Design Documents, Development Plans, and Asset Lists
- Lead Level Designer on several team projects where I managed and coordinated design teams
- Provided playtest feedback for other developers
Independent Experience
Quake 4 Fortress – Independent Project
July 2004 – December 2006
Creative Director & Level Designer – Quake 4 Multiplayer FPS Team Project
- First designed for Doom 3 and moved to Quake 4, Q4F is a multiplayer mod team project based on the original Team Fortress for Quake
- Managed and coordinated global team using the internet
- Took on the role of Lead Designer, Lead Artist, Producer, PR Manager, and Level Designer
- Designed and built levels using Radiant
- Directed other level designers on additional design and polish
- Directed artists on concept designs, environment meshes, character and weapon models, and UI
- Directed programmers on gameplay, system design, weapon design, class design, and UI
Star Wars: Call of the Force – Independent Project
1999 - 2000
Lead Multiplayer Designer – Quake 2 FPS Team Project
- Level designer for mod using Quake 2, a First Person Shooter game based on Star Wars
- Designed the multiplayer portion of the game and its levels
Quake & Team Fortress community – Independent Projects
1996 - 2004
Community Level Designer
- Independent level designer for many Team Fortress based projects including: Team Fortress for Quake, Team Fortress Classic for Half-Life, Quake 3 Fortress, and Enemy Territory Fortress
- Designed multiplayer based levels in the Quake series games
Education
Certificate in Digital Game Development, Specialization in Level Design
July 2008
The Guildhall at SMU, Plano, TX