Brent Waller | Online Resume
Game Designer | Level Designer | 3D Artist

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Personal Details | Name |  Brent Waller
  Born |  3rd August 1979
  Location |  Brisbane, Queensland, Australia
  E-mail |  wetwired@gmail.com
   

Summary| Inspiration | My lifelong interest in games and the visual arts grew from an intense pursuit and involvement in game development from a young age. This hobby soon turned into a passion and a career with many achievements reflecting an evolution in my creativity, skills, and quest for the ultimate gaming experience.
 
  Ambition | My goal is to be in a position where I can share my creative visions and see them come to fruition in a professional, hardworking and collaborative atmosphere.
 

Game Development |    
2005-Present | Company |  Krome Studios
  Position |  Senior Environment Artist
  Titles | 

The Legend of Spyro: A New Beginning (Portfolio Examples)
The Legend of Spyro: The Eternal Night
Viva Piņata: Party Animals (Portfolio Examples)
 

  Responsibilities | 

I was involved in the design, modelling, texturing, vising and creating collision mesh of game environments and props. I also was tasked with overseeing junior environment artists as well as research and document new techniques to improve mesh creation time and productivity.
 

2003-2005 | Company |  Eyecon Pty Ltd. / Kawow Pty Ltd.
  Position |  Game Designer / Lead Level Designer
  Titles |  Mixed Spirits (Portfolio Examples)
The Unseelie (Portfolio Examples)
 
  Responsibilities | 

I was instrumental in the concept and design of several in-development titles utilising cutting-edge game engines, with low-level game designs to match the technology. I also designed and created levels for proof-of-concept demos as well as generating many of the 3D and 2D art assets. Additionally, I am involved in promotional activities including interviews with online game news sites and published magazines, and creating promotional videos and graphics.
 

2003 | Company |  ZZICT Entertainment
  Position |  3D Artist
  Titles |  Lost Legion
  Responsibilities |  I was assigned to design, create and texture various objects and structures to be integrated into the game environment.
 
2001-2003 | Company |  4DRulers Inc.
  Position |  Lead Level Designer
  Titles |  Gore: The Ultimate Soldier (Portfolio Examples)
Secret Service: Security Breach (Portfolio Examples)
  Responsibilities |  I was involved in level building from the conceptual design through to the building, lighting and interactive scripting of game characters and world objects. My role also encompassed object modelling, texture creation, UV unwrapping, interface and effect design and development. Additionally, I directed and trained other level designers in the use of the proprietary engine tools, and created tutorials for community distribution.
 
2001 | Company |  Duel Interactive
  Position |  3D Artist
  Titles |  Captive: Prisoner of War
  Responsibilities |  I created promotional and other GUI artwork for an unreleased demo together with 3D object modelling and UV unwrapping of game assets.
 
Pre-2001 | Company |  Silicon Ice Development
  Position |  Level Designer
  Titles |  Urban Terror total conversion for Quake III: Arena (Portfolio Examples)
  Responsibilities |  My role in this community project was to create levels and provide input into the game design. All aspects of level design (concept, creation, lighting, texturing, scripting) were undertaken.
 

R&D Activities | Lecturing |  Guest speaker at the 2004 Melbourne Independent Game Developers Conference on "The Art of Mapping".
  Conferences |  Attended the Electronic Entertainment Expo (E3) 2002 to support the release of Gore: Ultimate Soldier. Also attended the 2004 Melbourne Independent Game Developers Conference.
  Community |  Actively involved with online gaming communities and discussion groups as well as regularly attending and hosting gaming events.
 

Skills & Attributes | |  Extensive experience with Maya as well as 3D Studio Max.
  |  Tutorial creation and training employees.
  |  Level design with CSG editors such as Qoole (Quake II), Q3Radiant (Quake III: Arena) and Supredit (Gore/Secret Service 2/Mixed Spirits/The Unseelie).
  |  Effect creation.
  |  Texture creation using Photoshop/Paint Shop Pro (diffuse Maps, normal maps and specular maps).
  |  Game and AI scripting.
  |  Game design and documentation.
  |  Marketing and promotion (interviews, game promotional material).
  |  2D graphic design and GUI design.
  |  HTML and web design.

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