Resume

Level Design: DOCX or PDF  |  Combat Design: DOCX or PDF  |  Technical Design: DOCX or PDF

Christopher Kim

Level Designer
Combat Designer
Technical Designer

Skills

Engines

  • Unreal Engine 4
  • Unreal Tournament 4
  • Creation Kit
  • Hammer Editor
  • Unity 2019
  • Starcraft II Editor
  • Pico-8
  • Processing
  • GameMaker

Tools

  • 3DS Max
  • Adobe Photoshop
  • Jira
  • Perforce
  • Inkscape
  • Microsoft Office
  • WordPress
  • Confluence
  • Slack

Design

  • Level Design
  • Combat Design
  • Technical Design
  • BSP/Whitebox
  • World Building
  • Level Lighting
  • Environmental Storytelling
  • Iterative Design
  • Single-Player Design
  • Multiplayer Design
  • Quest Design
  • Gameplay Design
  • Design Documentation
  • PC Development
  • Console Development
  • Mobile Development
  • Agile Development
  • Scrum Methodologies

Scripting

  • Blueprint (Unreal Engine 4)
  • Papyrus (Creation Kit)
  • C#
  • Lua
  • Processing
  • HTML
  • CSS

Game Projects

Bounce Shooter   Sole Developer  

Unreal Engine 4 | Third Person Shooter, Puzzle Solving | Jun. – Dec. 2019 (7 months)

  • As sole developer, designed gameplay, planned layout, built game world, scripted all blueprints, added in all lighting, implemented enemy AI, and added VFX
  • Scripted all interactive level elements (locked gates, door switches, etc)
  • Designed and implemented all puzzles and combat encounters

Welcome to Aperture   Sole Designer  

Half Life 2: Ep. 2 | Hammer Editor | Jun. – Dec. 2019 (7 months)

  • Custom mod featuring an underground lab inspired by Aperture Labs from Portal
  • Designed layout on paper, built world using BSP, and filled in world with lights and props
  • Implemented combat encounters and scripted several unique level sequences

Tex-Mechs   Level Designer, Combat Designer  

Unreal Engine 4 | 18 developers | First Person Shooter | Jun. – Dec. 2019 (7 months)

  • Implemented all three enemy AI behaviors using Behavior Trees and Blueprints
  • Designed, built, and iterated entire tutorial area level and third arena (“The Riverbed”)
  • Integrated, tested all combat encounters in the first half of game using design practices
  • Ensured that map was working properly by bugfixing and working on Quality Assurance

Mall of the Dead   Level Designer

Left 4 Dead mod | Hammer Editor | 4 developers | Sep. – Dec. 2019 (4 months)

  • Created entire third level, “Mall Interior,” of the four-level campaign from scratch
  • Wrote and updated Level Design Document throughout design process
  • Designed brand new level mechanic to integrate into my level
  • Collaborated with teammates to ensure that campaign was thematically cohesive

Go Go-Karts   Level Designer

Unreal Engine 4 | 60 developers | Arcade Racer, Multiplayer, 3D | Jan. – May 2019 (4 months)

  • Designed all the different items players can pick up from item boxes and use while racing
  • Created, implemented, and tested drafting system for racing gameplay
  • Crafted level environments for Medieval track to make spaces feel more meaningful
  • Tested game as part of the Quality Assurance (QA) team and reported bugs through JIRA

Repairing Engine Machine   Game Designer

Unity 5 | 5 developers | Puzzle, Casual, Single-player, 2D | Sep. – Dec. 2018 (4 months)

  • Designed game context and led team of five for mobile game development
  • Wrote and updated Game Design Document throughout development process
  • Designed 10 different levels, each containing 3-4 different puzzles (32 puzzles total)

Enter the Coliseum   Level Designer

Fallout 4 mod | Creation Kit | Solo Project | Mar. – May 2019 (3 months)

  • Created a gladiator arena where players can pay to watch NPCs fight to the death in a Coliseum or participate in fights themselves
  • Implemented a brand new type of combat encounter using custom NPCs with scripting
  • Wrote a quest line designed to bring the player to level and play it throughout

Work Experience

Gearbox Software   Technical Design Intern  

Frisco, TX | Project 1v1 | Unreal Engine 4 | FPS, Multiplayer, Arena

  • Collaborated with Lead Programmer to brainstorm and design new player abilities
  • Scripted and implemented “Twister” ability using Blueprint
  • Balanced “Twister” through iteration based on playtester feedback

Education

SMU Guildhall
Certificate in Professional Game Development | Specialization in Level Design | May 2020

University of Texas at Dallas
Bachelors of Arts in Informative Technologies | Specialization in Game Design | May 2017