Resumé

Email: sbaroski@gmail.com


Skills


Engines / Development Environments
  • Radiant (Call of Duty: WWII)
  • UnrealEngine4 (I-GAME 2.0, Spyro Reignited Trilogy)
  • UnrealEngine3 (Brothers in Arms: Hells Highway, Section 8, Section 8: Prejudice, Aliens: Colonial Marines, Transformers, Phantom Dust)
  • Unity
  • Hammer
  • Creation Kit
Design Skills
  • Level Layout Creation / Whiteboxing
  • Gameplay & AI Scripting
  • Gameplay Balance
  • Design Documentation
  • UI Scripting and Flow Design
  • Level Set-Decking (Texturing / Lighting)
  • PC & Console Optimization
Programming/Scripting Languages
  • C/C++
  • C#
  • PL/SQL
  • Unreal Blueprint
  • Unreal Motion Graphics
  • Kismet
  • Lua 5.1
  • UnrealScript
  • Javascript
  • HTML
  • CSS
Other Software and Qualifications
  • Microsoft Visual Studio
  • 3DS Max
  • Adobe Photoshop / Illustrator / Premiere
  • Perforce
  • Bug Tracking and Tasking: JIRA, Bugzilla, Hansoft

Professional Experience


Spyro Reignited TrilogySledgehammer Games

Senior Level Designer

July 2018 – September 2018

Foster City, CA

  • Provided general game design support for two Spyro 3 levels, Desert Ruins and Agent 9’s Laboratory which included implementing basic enemy behaviors, level scripting and bug fixing.

Call of Duty: WWIISledgehammer Games

Senior Level Designer

August 2016 – July 2018

Foster City, CA

  • Created basic level geometry for Nazi Zombies gamemode release maps (Prologue/Groesten Haus and The Final Reich), and one of the post-release maps, The Tortured Path.
  • Planned and implemented level scripting for the in-game objectives/quests (“Easter Eggs”) with other designers for all Nazi Zombies maps (both release and post-release)
  • Supported Gameplay Engineers with by implementing numerous game mode wide features related to weapons, AI, and UI.
  • Assisted with UI/UX Frontend scripting on the gamemode lobby, player customization, and weapon customization screens

I-GAME 2.0IPKeys

Game Designer

August 2015 – January 2016

Eatontown, NJ

  • Used Unreal Motion Graphics and Blueprint to create User Interfaces and all associated scripting for Operations Orders (OPORD), Threat Map, and After Action Review (AAR) systems.
  • Maintained numerous other User Interface systems including game menus and player heads up display (HUD).
  • Worked with other Game Designers to fix design-related bugs pertaining to all systems and features, simulation-wide.

Phantom Dust Darkside Game Studios

Technical Designer

July 2014 – February 2015

Sunrise, FL

  • Wrote feature specific design documents for various features (spectator system, player camera controls, pickups).
  • Created and maintained basic functionality for wide variety of weapons and projectiles using primarily UnrealScript and C++, ranging from melee weapons to remote detonation mines.
  • Worked with other Technical Designers and Programmers to maintain the code backend to a complex skill system that needed to support over 400 unique skills.

Transformers: Rise of the Dark SparkEdge of Reality

Contract Level Designer

July 2013 – April 2014

Austin, TX

  • Built 3 Singleplayer maps in conjunction with another designer, taking both maps from initial concept to console optimization.
  • Created new level specific gameplay features (custom weapons, enemies, etc) for assigned levels.

MinimumTimeGate Studios

Lead Level Designer

October 2012 – March 2013

Sugar Land, TX

  • Created 3 Multiplayer maps, starting at the initial concept phase.
  • Worked closely with Game Designers to prototype new gamemodes.

Aliens: Colonial Marines – TimeGate Studios

Lead Level Designer

November 2010 – October 2012

Sugar Land, TX

  • Oversaw a team of Level Designers through all stages of level development.
  • Collaborated with Creative Director and Design Director on overall level direction for all assigned levels.
  • Worked on select minor game design tasks and assisted other developers on fixing various scripting issues.
  • Assisted other Level Designers in creation of E3 and Destination PlayStation Demos.

Section 8: Prejudice – TimeGate Studios

Campaign Designer

August 2009 – November 2010

Sugar Land, TX

  • Created and maintained gameplay balance for all Campaign-specific weapons, vehicles, structures and enemies.
  • Created the Deadwood campaign map and took it through all phases of development from initial sketches to console optimization.
  • Worked with other level designers on a multiplayer map, Whiteout, primarily focusing on console optimization.

Section 8 TimeGate Studios

Level Designer

April 2008 – August 2009

Sugar Land, TX

  • Created the Utah Crash Site map and took it through all phases of development, from initial sketches to PC and Xbox 360 optimization.
  • Implemented singleplayer gameplay in Utah Crash Site using Kismet scripting.
  • Created Kismet scripting framework for use in singleplayer campaign variants of all shipped maps.

Brothers In Arms: Hells HighwayGearbox Software

Level Design Intern

June 2007 – August 2007

Plano, TX

  • Responsible for LOD/Skybox map creation, Kismet scripting, and general bug-fixing across multiple maps. (~125 tasks and bugs resolved over three months).
  • Created internal test maps and UI front-end used for testing various game functionality (weapons and AI).
  • Scripted basic objective and waypoint systems in editor for three levels
  • Cooked and tested Xbox 360 builds of levels for streaming/optimization purposes.

Other Game Experience


DualityThe Guildhall at SMU

Level Designer / Programmer

April 2007- March 2008

Plano, TX

  • Masters Project-in-lieu-of-Thesis created in Half-Life 2.
  • Study in the use of a single basic level design for two separate gameplay types, Stealth and Action.
  • Used extensive scripting and modifications to the existing Half-Life 2 code to create believable stealth gameplay.
  • Created two versions of the same level, each with the same BSP, but with differing light, enemy and asset placement to produce the best experience for each gameplay type.

Deja Vudu The Guildhall at SMU

Lead Level Designer (Team Size: 11; 7 Level Designers, 2 Artists, 2 Programmers)

July 2014 – February 2015

Plano, TX

  • Adventure/Environmental puzzle modification for Half-Life 2.
  • Managed level designer work loads and tasking.
  • Created base layout for half of first floor level.
  • Coded HUD elements for inventory, screen overlays, and in-game hint book using C++.

Snowball EffectThe Guildhall at SMU

Team Lead/Producer (Team Size: 9; 5 Level Designers, 2 Artists, 2 Programmers)

January 2007 – March 2007

Plano, TX

  • Team-based CTF-style project for Unreal Tournament 2004.
  • Handled overall team management and documentation updates.
  • Scripted eight of the mods eleven weapons, as well as the main menu and in-game menu GUI.

The Guildhall at SMU

Level Design Student

June 2006 – March 2009

Plano, TX

  • Developed multiple (~8) short term level design projects, both solo and with teams.
  • Worked with programming and scripting languages such as C++, Lua, and UnrealScript.

Education


The Guildhall at Southern Methodist University

June 2006 – March 2008

Masters of Interactive Technology in Digital Game Development

Specialization: Level Design, Scripting. GPA: 3.86


Susquehanna University

June 2002 – June 2006

Bachelor of Science in Computer Science, Minor in Mathematics

Graduated cum laude, GPA: 3.79