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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 â€‹

  • 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

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Scripting Languages

•Lua

•Blueprint

•Papyrus

Programs

•Jira

•Perforce

•Adobe Photoshop

•3ds Max

•Slack

•Office Suite

•Maya

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Industry Practices

•Team Leadership

•Scrum Practices

•Design Documentation

•Agile Development

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Interpersonal Skills

•Leadership Experience

•Conflict Resolution

•Mediator

•Cross Discipline Collaboration

•Effective Communication

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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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