Level Editors: Radiant (id tech 5, CoD, DoomEdit), UnrealEd (3, 2004), Hammer, ncsoft Proprietary Editor Environmental Modeling and Texturing Tools

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4688 Amanda CT Plano, Texas 75024 281-235-9327 dcvargo1@yahoo.com www.vargodesign.com


Level Editors: Radiant (id tech 5, CoD, DoomEdit), UnrealEd (3, 2004), Hammer, NCsoft Proprietary Editor

Environmental Modeling and Texturing Tools: Modo, 3DS Max, and Photoshop

Scripting: Text-based (DoomScript) and Menu-based (Kismet/Hammer) scripting methodology

Production Tools: Microsoft Office, Project, Hansoft, Perforce, Tortoise SVN (Source Control)

Traditional Art Skills: Drawing, Photography, and Model building

Architectural Modeling Tools: SketchUp, AutoCAD, VectorWorks, and MicroStation

Experience (Game Industry)

Designer January 2011 – Present

id Software, Richardson, Texas

Doom 4 (Format TBD)

Genre: First Person Shooter (Multiplayer)

  • Designed 2 well received maps during 2011, one was presented at publisher annual event as example of design direction for MP
  • Crafted new map standards and guidelines for MP level design team; Established visual standards for MP Top-Down documentation; Mentored junior designers on MP map layout and best practices

Doom 3 BFG (XBox360/PS3/PC)

Genre: First Person Shooter (Single Player)

  • Designed and built Exis Labs levels for Lost Mission episode encompassing all geometry creation, texturing, lighting, and scripting from concept to shippable quality under tight timeline and limited resources

  • Instrumental in coordinating new Lost Mission story with existing Doom 3 fiction; Spearheaded the VO dialogue effort up to final recordings

  • Identified major but difficult-to-replicate graphic bugs involving multiple maps and various operations

Level Builder January 2010 – January 2011

Treyarch, Los Angeles, California

Call of Duty: Black Ops (XBox360/PS3/PC/Wii)

Genre: First Person Shooter (Single Player)

  • Responsible for 4 maps at various stages – design conception, documentation, blockout, initial art pass, playtest sessions, final art pass, and optimization

  • Reworked and strengthened map pacing/pathing, improved spatial layout in combat scenarios, utilized knowledge of real-world construction to enhance map environments

  • Assisted on Wii branch during optimization phase; Investigated future processes to achieve version parity

Level Designer/Builder March 2009 – December 2009

Raven Software, Middleton, Wisconsin

Unannounced Project (XBox360/PS3)

Genre: Third Person Action (Single Player)

  • Designed architectural layout of art/design test maps; Collaborated with art team on aesthetic direction

  • Responsible for blockout and scripting of GreenLight map; Coordinated with artists on level construction

Singularity (XBox360/PS3/PC)

Genre: First Person Shooter (Single Player)

  • Responsible for blockout, scripting, polish/optimization on Canals map and assisted on related region map

  • Reviewed and strengthened encounters, puzzle design, and narrative threads within existing map layouts

  • Directed actors and choreography during mocap sessions for assigned maps

Level Designer June 2008 – September 2008

Certain Affinity (Contract),
Austin, Texas

Call of Duty: World at War (XBox360/PS3/PC)

Genre: First Person Shooter (Vehicle Multiplayer)

  • Responsible for building, texturing, prefabs, scripting, polish/optimization of the multiplayer map, Seelow; Revised map layout from single player map source to improve map flow, sight lines, and landmarks
  • Coordinated and reviewed Art Department’s involvement on Seelow to maintain visual quality and gameplay performance

  • Supported Design Department on additional mapping/environmental art to achieve scheduled milestones

World Builder July 2006 – March 2008

NCsoft/Destination Games,
Austin, Texas

Tabula Rasa (PC)

Genre: Sci-Fi Massive Multiplayer Online Role Playing Game

  • Created 9 unique instance maps for various locations within game along with accompanying design documentation; Eloh Vale
    map was highly praised as a favorite among player community and reviewers

  • Contributed to art pipeline by modeling, texturing, and optimizing 8 new environmental models

  • Publication – RPG Vault/ IGN.com, January 2008 – Interview on design process for the map Fault Lever

Experience (Architecture)

Visiting Assistant Professor January 2004 – May 2004

Prairie View A&M University – School of Architecture, 2nd and 4th year Design Studios
Project Architect/Manager May 2000 – December 2003

Carlos Jimenez Studio, Houston, Texas

  • Honor – AIA Houston 2007 Design Award – Honor Award for Rice University Library Service Center
  • Publication - ARCHITECTURE magazine, June 2002 – Cummins Southern Plains Facility

  • Supervised and coordinated 2 large scale projects notable for high profile clients (university/commercial)

Staff Architect

Rey de la Reza Architects, Inc., Houston, Texas June 1998 - May 2000

Philip Ewald Architecture Inc., Houston, Texas June 1993 - March 1998


The Guildhall at SMU, Plano, Texas July 2010 / June 2006

Masters of Interactive Technology in Digital Game Development

Certificate of Digital Game Development, Specialization in Level Design

University of Houston, Houston, Texas May 1993

Bachelor of Architecture, Minor in Philosophy

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