Resume
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