**************************************************************************************** David Vargo Level Designer/Architect www.vargodesign.com 1926 Hawks Ridge Dr #212 Verona, Wisconsin 53593 281-235-9327 dcvargo1@yahoo.com **************************************************************************************** Skills ==================================================================================== Level Editors: UnrealEd, Radiant, Proprietary TREditor, Hammer, and Scrolling Game Development Kit Environmental Modeling and Texturing Tools: 3DS Max and Photoshop Scripting: Text-based (Radiant-style) and Menu-based (Kismet/Hammer-style) scripting methodology Production Tools: Word, Excel, PowerPoint, Project, and Perforce, Tortoise SVN (Source Control) Traditional Art Skills: Drawing, Photography, and Model building Architectural Modeling Tools: SketchUp, AutoCAD, VectorWorks, and MicroStation Common Level Design Skills Used ------------------------------------------------------------------------------------ * BSP block-out and detail geometry * Level and gameflow planning * Static mesh creation and texturing * Gameplay/trigger systems * Material and shaders * Enemy placement and pathing * Lighting * Scripting * Optimization * Concept and design documentation Experience (Game Industry) ==================================================================================== Level Designer March 2009 - Present Raven Software, Middleton, Wisconsin ------------------------------------------------------------------------------------ Singularity (XBox360/PS3/PC) Genre: First Person Shooter (Single Player) * Responsible for blockout, scripting, polish/optimization of various sections of the game; Reviewed and strengthened encounters and narrative threads within existing map layouts Level Designer June 2008 - September 2008 Certain Affinity (Contract), Austin, Texas ------------------------------------------------------------------------------------ Call of Duty: World at War (XBox360/PS3/PC) Genre: First Person Shooter (Vehicle Multiplayer) * Responsible for building, texturing, prefabs, scripting, polish/optimization of the multiplayer map, Seelow; Revised map layout from single player map source to improve map flow, sight lines, and landmarks * Coordinated and reviewed Art Department's involvement on Seelow to maintain visual quality and gameplay performance * Supported Design Department on additional mapping/environmental art to achieve scheduled milestones World Builder July 2006 - March 2008 NCsoft/Destination Games, Austin, Texas ------------------------------------------------------------------------------------ Tabula Rasa (PC) Genre: Sci-Fi Massive Multiplayer Online Role Playing Game * Created 9 unique instance maps for various locations within game along with accompanying design documentation; the map Eloh Vale was highly praised as a favorite among player community and reviewers * Contributed to art pipeline by modeling, texturing, and optimizing 8 new environmental models * Initiated new prototyping efforts between Concept Artists, Modelers, and World Builders on assets creation for Points of Interests within maps * Publication - RPG/ IGN.com, January 2008 - Interview on design process for the map Fault Lever Guildhall Student – Level Design January 2005 – June 2006 The Guildhall at SMU, Plano, Texas ------------------------------------------------------------------------------------ Shantytown (Half-Life 2 Mod/ Team Project) January – June 2006 Genre: Adventure * Created detailed level layout drawings to facilitate blockout of initial prototype * Produced a visual blockout on own initiative to communicate desired environmental atmosphere of Level 1 * Modeled and textured 6 world objects; composed 60+ models in Ellie's and Fuel Yard house interiors Chapter 15: Fallout (Half-Life 2 Level/ Individual Project) January – June 2006 Genre: First Person Shooter (Single Player) * Modeled angular and realistic architectural structures in BSP without loss of framerate * Conceived unique gameplay scenario (infiltration/escape) combining scout car and urban setting * Communicated interesting backstory through details and models within compact map parameters Sandstorm (Call of Duty Mod/ Team Project) July – December 2005 Genre: First Person Shooter (Single Player) Escape from Mars (Doom 3 Level/ Individual Project) July – December 2005 Genre: First Person Shooter (Single Player) Blood Ritual (UT2004 Mod/ Team Project) April – June 2005 Genre: First Person Shooter (Multiplayer/CTF) * Managed 15 member team (artists, level designers, and programmers) as Team Lead * Publication - Level Design Documentation exemplary displayed on Guildhall website * Publication – The Games Machine magazine (Italy), January 2006 – Article on mod * Utilized unusual combination of static mesh and BSP for starship design in “Encounter at Ta Bruk” level * Honor – 2006 IGF Mod Competition submission – Select sponsorship by the faculty to represent school City of the Dead (2D Side Scrolling Game/ Team Project) January – March 2005 Genre: Survival Horror Experience (Architecture) ==================================================================================== Visiting Assistant Professor January 2004 – May 2004 Prairie View A&M University – School of Architecture 2nd and 4th year Design Studios ------------------------------------------------------------------------------------ Project Architect/Manager May 2000 – December 2003 Carlos Jimenez Studio, Houston, Texas ------------------------------------------------------------------------------------ * Honor - AIA Houston 2007 Design Award - Honor Award for Rice University Library Service Center * Publication - ARCHITECTURE magazine, June 2002 – Cummins Southern Plains Facility * Supervised and coordinated 2 large scale projects notable for high profile clients (university/commercial) Staff Architect ------------------------------------------------------------------------------------ Rey de la Reza Architects, Inc., Houston, Texas June 1998 - May 2000 Philip Ewald Architecture Inc., Houston, Texas July 1993 - March 1998 Education ==================================================================================== The Guildhall at SMU, Plano, Texas June 2006 Certificate of Digital Game Development, Specialization in Level Design University of Houston, Houston, Texas May 1993 Bachelor of Architecture, Minor in Philosophy