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Resume

Professional Work

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New World Aeturnum –  WEX Designer                                                    (2023 – 2024)           

PC, Xbox Series, PS5 | Lost Boys Interactive Shipped

·         Designed paper maps for PVP/PVE combined areas

·         Oversaw the implementation of the paper maps by the Art team

·         Designed the layout of enemy and loot placements and implemented the design in engine

·         Designed gimmicks using existing tech to enhance playability of the POIs

·         Onboarded and trained all members of the world experience team

New World: Rise of the Angry Earth – Assoc. WEX Designer                 (2022 – 2023)           

PC | Lost Boys Interactive Shipped

·         Designed overhauled and brand new POIs in an existing area of the game

·         Designed POIs to showcase new Enemy AI types

·         Worked with art to ensure the vison was aligned

·         Trained new designers on the engine and best practices

New WorldJunior World Experience Designer                                     (2021 – 2022)

PC | Lost Boys Interactive Shipped

·         Re-designed a POI to showcase a new AI type

·         Designed and built out a brand-new POI in an existing area following player feedback

Call of Duty: Black Ops Cold War – QA                                                    8 months (2021)

PC, Xbox, PS | Activision Publishing

·         Using my knowledge of game design, I searched for issues

·         Utilizing Jira, I made detail reports regarding found issues

University Work

Team Projects

LA RANA (200 hours) | 14 DEVLOPERS - LEVEL DESIGNER / WORLD BUILDER

Single Player, Exploration | Unreal Engine 4.18

  • Shipped on STEAM 

  • Designed puzzle and playable areas using strict metrics and constraints, being a kid's game 

  • Used design criteria for an adventure game to build the foundation of the game 

  • Merged two critical sections of gameplay to lessen the art teams' backlog during the alpha sprint 

INTERSTELLAR RACING LEAGUE (180 hours) | 60 DEVELOPERS – LEVEL DESIGNER

Multiplayer, Racing | Unreal Engine 4.17 

  • Built a track that supports the core gameplay while being constrained to a map with one lap 

  • Prototyped loops and banked driving surfaces to showcase the sci fi setting  

  • White boxed and demonstrated new styles of track to the team with split tracks  

  • Utilized scrum and agile practices to maintain schedules and quality of the game 

Solo Projects

Spaceport Fury (85 hours) 

Multiplayer, Capture the flag map, Unreal Tournament | Unreal Tournament Editor

  • Designed a 5 v 5 map with the intention for use with vehicles 

  • Demonstrated the ability to pivot the design when the vehicle did not work 

  • Conducted playtesting and used data gathered to make targeted changes 

  • Utilized Unreal Blueprint script to design a new vehicle for the game 

Astromine 0317  (85 hours) 

Multiplayer, Team deathmatch, Unreal Tournament | Unreal Tournament Editor

  • Designed around multiple low gravity arenas to encourage vertical gameplay moments 

  • Utilized Unreal Visual Script for screens that allow players to gain positional intel on opponents 

  • Built custom scripts to create an airlock with a rare weapon inside to encourage player flow

SHACK (85 hours) 

Single-player, Puzzle and environmental storytelling, Hello Neighbor | Unreal Engine 

  • Designed initial digital maps and puzzles utilizing Inkscape for rapid development 

  • Constructed two structures with a large exterior space to vary the stealth gameplay 

  • Used light, color, shapes, and sounds as conveyance to stear players through the map  

  • Scripted magnetic puzzles to introduce to and challenge the player  

RENEGADES HOME (85 hours)

Single player, Combat and Environmental storytelling, Fallout 4 | Creation Kit

  • Built a combat space designed to give the player a power fantasy though a wave-based encounter 

  • Designed combat spaces to emulate the base games dungeon design with escalating combat scenarios  

  • Created a quest with multiple endings depending on player choice with scripted sequencesenemies 

SUFFURON BRIDGE (75 hours)

Multiplayer, Capture the flag, Unreal Tournament | Unreal Tournament Editor

  • Designed and built out the map using rapid development methodology

  • Designed for optimal player flow and multiple points of contention

EDUCATION

SMU Guildhall – Professional Certificate in Game Development – May 2019 – Plano, Tx

Texas A&M – BA in History, Minor in English – December 2013 – College Station, Tx​

 

ENGINES

•Unreal Engine 4

•Unity 5

•Creation Kit (Fallout 4)

 

Design Skills

•Iterative Design

•BSP/White Boxing

•Level Layout and Flow

•Level Gameplay

•Scene Composition

•Single player Design

•Multiplayer Design

•Rapid Prototyping

•PC Development

•World Building

•World Lighting

•Mobile Development

Scripting Languages

•Lua

•Blueprint

•Papyrus

Programs

•Jira

•Perforce

•Adobe Photoshop

•3ds Max

•Slack

•Office Suite

•Maya

Industry Practices

•Team Leadership

•Scrum Practices

•Design Documentation

•Agile Development

Interpersonal Skills

•Leadership Experience

•Conflict Resolution

•Mediator

•Cross Discipline Collaboration

•Effective Communication

 

I build cohesive, engaging worlds that bring the players into the games.

I strive for excellence in my work and my team.  

  • linkedin

©2019 by Harrison Baumann

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