Resume

Jeremy Wiuff - Level Designer

E-mail: jeremy.wiuff@gmail.com       Phone: 541.944.3589       Skype: cpttightpants

Skills

Level Design: Documentation, Scripting, Encounter Design, Prototyping, Lighting, Particle Creation, Material Creation, Modified Scrum/Agile Development, Version Control (Perforce/SVN)

Editors/Engines: Creation Kit/G.E.C.K., UDK, UE3, Unity, Source

Software: 3DS Max, Maya, Adobe Photoshop, Adobe Premiere, Adobe After Effects, Microsoft Office

Programming Languages: C++, C#, F#, Lua

Work Experience

Level Architect / Associate Artist, Avalanche Software

Salt Lake City, UT - January 2015 - June 2016

  • Disney Infinity 3.0 - The Force Awakens Playset
    • Designed and implemented Graveyard Gambit mission
    • Helped design and implement the HoloGames mini-game
    • Implemented open-world missions on both moons in the playset
  • Disney Infinity 3.0 - Finding Dory Playset
    • Designed and implemented Touch Pool Rescue mission
    • Implemented and co-designed Let’s Go To Morrow intro mission

Writing Consultant & Technical Assistant, Whitworth University

Spokane, WA - 2008 - 2012

  • Tutored and helped undergrad and graduate students with various papers on a wide range of subjects
  • Organized and scheduled all consultants
  • Handled technical issues with online consultation module

Student Researcher, Whitworth University

Spokane, WA - Summers of 2010 & 2011

  • Integrated MySQL into Spectrum Agents: a program utilizing Bayesian networks to help diagnose and track the progress of Autism patients
  • Developed distributed component of genetic algorithm designed to build Discrete Dynamical Basis Machines designed for protein sequence searches

Grad School Projects

Levels

"Angry Cores" - Single Player Mission for Half-Life 2:Episode 2 -  1 Month, 2013

  • Created Angry Birds like gameplay using the Personality Cores from Portal
  • Designed and constructed flexible on-rails cannon system

"Albatross" - Single Player Mission for Gears of War - 2 Months, 2013

  • Created a custom cargo ship hull for the Albatross, where all game play takes place
  • Created Night Vision mechanic that displayed objectives and points of interest in the world
  • Scripted custom Brumak encounter focused on cover usage

"Nords Never Say Die" - Single Player Mod for Skyrim - 2 Months, 2012

  • Coastal quest and area based on The Goonies
  • Custom weapon enchantment for quest item
  • Designed to make players feel powerful by defeating hordes of skeletons

Games

Hymn of the Sands, Level Designer - July 2013 - December 2013

Isometric Hack-n-Slash Adventure - Made with UDK - [Team of 14]

  • Prototyped world-shifting mechanic
  • Implemented majority of visual and audio effects
  • Designed and implemented Ptah: The Mad Craftsman mini-boss

Mushees, Game Designer - January 2013 - May 2013

1st Person Multiplayer Shooter - Made with UDK - [Team of 10] 

  • Helped the team define a game vision and defended it
  • Prototyped and implemented reactive environmental mechanics
  • Balanced the game mechanics including weapons and movement
  • Maintained game documentation

Scarlet Moon, Game\Level Designer - August 2012 - December 2012

2D Stealth Adventure - Made with GuildEd - [Team of 5] 

  • Designed and implemented the Menu, Intro, and Warehouse levels
  • Wrote game plot and character backstories
  • Provided game design and direction and maintained the Game Design Document

Education

Masters of Interactive Technology, The Guildhall at SMU

Plano, TX - August 2012 - May 2014

  • Specialization in Level Design

B.A. in Computer Science, Whitworth University

Spokane, WA - January 2007 - May 2012

  • Minor in Philosophy