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

343 Industries

April 2014 - Present

Multiplayer Level Designer - Halo 5: Guardians

  • Warzone principle level designer
  • Paper prototypes (top-down level sketches)
  • Document designs with unique layouts and themes
  • Use of Maya to block out and implement designs
  • Use of proprietary tools to implement gameplay
  • Collaboration with artists to ensure Environment Art fits the overall vision and layout
  • Iterating on levels on a daily basis after receiving playtest feedback
  • Providing 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: Rise of the Dark Spark
    • Designed, documented, prototyped, blocked out, 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

Project Leader & Level DesignerQuake 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
  • Designed gameplay, art style, technical design, level design, classes, story, and media
  • Took the role of Game Designer, Producer, PR Manager, Systems Designer, Level Design Lead, and Art Lead
  • Instructed other level designers on additional design and polish
  • Instructed artists on concept designs, environment meshes, character models, and weapon models
  • Instructed programmers on gameplay, system design, weapon design, and class design

 

Star Wars: Call of the Force – Independent Project

1999 - 2000

Lead Multiplayer DesignerQuake 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 – Quake & Team Fortress based Projects

  • 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
  • Created levels and remakes including openfire, crossfire, duality, blords, smooth, bam, bases, mach, forts, hardcore, darkness, canalzone, spit, engbat, and sniperwar as a community level designer
  • Designed multiplayer based levels for all the games in the Quake series

 

Education

Certificate in Digital Game Development, Specialization in Level Design

July 2008

The Guildhall at SMU, Plano, TX