Lead Level Designer
John FitzgibbonsI am a passionate designer with a broad skillset seeking a role which rewards my talents and challenges me to develop further. As a lead level designer, I will guide the development of all levels to create distinctive environments and memorable experiences that support the vision of the game as a whole.Experience343 Industries (Microsoft), 2018-2023Halo Infinite — Senior Level DesignerDesigned, built and shipped three campaign missions. Responsible for walkthroughs, blockouts, custom scripted gameplay, combat setups, and bug fixing. Mentored junior designers with design and implementation feedback. Performed code reviews to ensure script quality across the campaign. Post-launch, supported MP team with bug fixes on multiple maps, plus a new map blockout.
Electronic Arts, 2015-2017
Project Ragtag — Lead Level DesignerBecame Lead Level Designer mid-project. Defined LD workflows and best practices, represented the LD team to other disciplines, and helped the LDs solve technical and creative challenges. Wrote walkthroughs for several levels and did layout and scripting for multiple early demos.
Electronic Arts, 2013-2015
Battlefield Hardline — Senior Level DesignerBuilt Prologue, Episode 9, and part of Episode 6, handling layout, gameplay design, combat scripting, SE integration, memory & performance. Provided scripting support across all ten campaign levels.
Electronic Arts, 2011-2013
Dead Space 3 — Senior Level DesignerBuilt the "snow crash" demo, blocked out five other levels, and drove three to completion. Handled design, scripting, combat, puzzles, cinematics, memory and performance.
Electronic Arts, 2010-2011
Dead Space 2 — Level DesignerTook over and shipped one of the ten levels that make up the single-player campaign. Contributed to several DLC maps. Handled design, scripting, combat, puzzles, cinematics, memory and performance.
Fullpower Technologies, 2008-2010
MotionX Poker & Poker Quest — Project LeadDesigned and lead two shipped games for the iPhone. Performed all aspects of game design, as well as UI design, art direction, testing, tuning, and programming as needed.
Perpetual Entertainment, 2005-2007
Gods and Heroes: Rome Rising — Level DesignerResponsible for seven overland zones, five cities, and four dungeons through much of their development, including paper maps, initial terrain, gameplay design & tuning, and beta process.
TKO Software, 2004
GoldenEye: Rogue Agent — Level DesignerDesigned two of the game’s multiplayer levels. Created paper designs, blockouts, scripting, created some textures and 3D models.
TKO Software, 2003
Medal of Honor Allied Assault: Breakthrough — Level DesignerBuilt two single-player and two multiplayer levels. Created walkthroughs, paper maps, blockouts, final geometry and lighting, and set up all gameplay events.
Skills
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