Lead Level Designer

John Fitzgibbons

www.celephais.net/cv/ | johnfitz@uw.edu | 831.247.8993

I am a passionate level designer with a broad skillset seeking a position which both rewards my talents and challenges me to develop them further. As a level designer, I want to create distinctive game environments and memorable game experiences that support the vision of the game as a whole.


Electronic Arts, 2015-2017

Untitled Star Wars Game

Started as Technical Design Lead and became Lead Level Designer mid-project. Defined level design workflows and best practices, represented the LD team to other disciplines within the studio, and helped the other LDs solve technical and creative challenges. Wrote walkthroughs for several levels and did layout and scripting for multiple early demos. (Platforms: PS4, Xbox One, PC)
Electronic Arts, 2013-2015

Battlefield Hardline

Built the "vertical slice" demo, which later became the game's prologue. Built the car chase segment of episode 6, and the entirety of episode 9. Handled layout, gameplay design, combat scripting, some SE integration, memory management and performance. Also provided scripting support across all ten campaign levels. (Platforms: PS4, Xbox One, PS3, Xbox 360, PC)
Electronic Arts, 2011-2013

Dead Space 3

Built the "snow crash" demo, blocked out 5 other levels, and drove 3 to completion. Handled design, scripting, combat, puzzles, cinematics, memory and performance. (Platforms: PS3, Xbox 360, PC)
Electronic Arts, 2010-2011

Dead Space 2

Took over and shipped one of the ten levels that make up the single-player campaign. Contributed to several DLC maps. Handled design and scripting of combat, puzzles, cinematics, memory and performance. (Platforms: PS3, Xbox 360, PC)
Fullpower Technologies, 2008-2010

MotionX Poker & MotionX Poker Quest

Designed and lead two shipped game projects for the iPhone. Performed all aspects of game design, as well as UI design, art direction, testing, tuning, and programming as needed. (Platform: iOS)
Perpetual Entertainment, 2005-2007

Gods and Heroes: Rome Rising

Was responsible for seven overland zones, five cities, and four dungeons through much of their development process, including paper designs and maps, initial rough-out terrain, gameplay design, object placement, spawner placement & tuning, and the beta process. (Platform: PC, shipped 2011)
TKO Software, 2004

GoldenEye: Rogue Agent

Designed four of the game’s multiplayer levels. Created paper designs, 3D block-outs, scripting, created some textures and 3d models. (Platforms: PS2, Xbox, GameCube)
TKO Software, 2003

Medal of Honor Allied Assault: Breakthrough

Designed and built two single-player and two multiplayer levels for Breakthrough. Given an initial concept for each, developed paper maps, blocked out the levels in 3D, created the final geometry and lighting, and conceived of and set up all of the gameplay events. (Platform: PC)