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Christian Chang
e-mail : christian@christianchang.com Website : http://www.christianchang.com/
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PROFILE:

Over 14 years of professional experience as a level designer, 3D modeler, and texture artist. Understanding of the full cycle of game development from beginning to end. Shipped 7 games on various platforms including the Xbox 360, PS3, PC, PS2, Xbox, Gamecube and PSP.

GAME CREDITS:

*Star Wars 1313. Platform: Unannounced
*Medal of Honor. Platform: PS3, Xbox 360, PC
*Medal of Honor Airborne. Platform: PS3, Xbox 360, PC
*Tiger Woods PGA Tour 07. Platform: PS3, Xbox 360
*James Bond : From Russia with Love. Platform: PS2, Xbox, Gamecube, PSP
*Rise of a Soldier. Platform: PS2, Xbox
*America’s Army : Special Forces 2.3-2.5. Platform: PC
*America’s Army : Operations 1.0 – 1.9. Platform: PC

SOFTWARE EXPERIENCE:

Level Editors: Unreal Editor 4.0, Unity 3D, Q3 Radiant.
3D Software: Autodesk Maya, 3D Studio Max
2D Software: Adobe Photoshop
Video Software: Adobe Premiere Pro, After Effects
Other: Microsoft Office, Source Safe, Perforce, DevTrack, Hansoft

PROFESSIONAL EXPERIENCE:

Academy of Art University (2011-Present)

Part-Time Faculty at School of Game Design

*Co-created  GAM 360 OL & 643 OL: MS: Advanced Environmental Modeling
*Instructor of GAM 601 Elements of Video Games (Onsite and Online)
*Instructor of GAM 602 Game Theory and Level Design (Onsite and Online)
*Instructor of GAM 110 Introduction to Game Development (Online)
*Instructor of GAM 150 Game Design, Theory & Analysis (Online)

Senior Level Designer, KIXEYE (April 2013-March 2015)

Unannounced Game

*Created various multiplayer maps using Unreal 4 and Unreal 3.
*Also worked on an existing map to optimize and tighten the gameplay.
*Used satellite data to start a 4k x 4k map.
*Sculpted/modified satellite data to take account for sight lines, cover, and gameplay.
*Prototyped destructible structures using KISMET and Nvidia Apex.
*Documented/gathered images for the art department to create assets for my maps.
*Gathered feedback from play tests to refine map.
*Assisted art department with set dressing.
*Worked closely with engineers to create tools to streamline map development.
*Created 3D gray box place holder assets.
*Kit bashed new weapons and animated them.

Senior Level Designer, Lucasarts (April 2010-Present)

Senior Level Designer
Star Wars 1313
*Senior Level designer on Star Wars 1313 E3 2012Demo.
- Collaborated closely with cinematics director.
- Collaborated with game play engineer to set up the complex level streaming.
- Scripted the level using KISMET.
- Scripted the combat encounter.
- Conceptualized and prevized the platforming section in Maya.
- Pitched platforming section to Creative Director and department leads.
- Based on my Maya previz, I created the platforming section in Unreal.
- Used Matinee to animate gameplay portal, doors, panels, etc...
- Worked with ILM team on the E3 demo to get them up to speed on Unreal.
- Worked with animators and engineers to make the platforming section happen.

*Senior level designer on Star Wars 1313
- Created level design documentation for various levels in the game.
- Pitched levels to Creative Director and department leads on an ongoing basis.
- Collaborated closely with cinematics director to created numerous epic set piece prototypes.
- Collaborated with LucasArts Singapore team.
- Created numerous prototype levels to test out new mechanics.
- Worked with programmers to create new features and debug issues.
- Worked with sound engineers to get audio, place audio and timing of sounds.
- Worked with lead AI designer to create combat encounter encounter system.

*Got the studios (LucasArts SF and LucasArts Singapore) up to speed on Unreal 3 technology. - Created and maintained level design tutorials.
- Held training classes in the studio to get developers up to speed on Unreal 3 technology.
- Assigned to go to Singapore to train our team there on Unreal 3 technology.

*Mentored associate level designer and Jedi Academy’s summer intern.
- Gave critiques/feedback on their levels and ideas.
- Taught them our tools, Unreal, and KISMET scripting.
- Taught 3D modeling and texturing basics.

Level Designer, Electronic Arts Los Angeles (October 2006-April 2010)

Level Designer
Medal of Honor (Xbox 360/PS3/PC)
*Created training level for internal use for execs and testers to familiarize themselves with the games mechanics before playing the X level.
*Presentations of levels for approval by Executive Producer and upper management.
*Blocked out level in Unreal 3.0 based on my 2D layout.
*Created encounters (Placed and scripted AI via Kismet).
*Worked with writer to ensure that the level and script were aligned.
*Worked with programmers to get new features, create new Kismet objects for our design needs, and debug issues.
*Worked with sound engineers to place audio triggers and timing of sounds.
*Worked with lighter to light my levels.

Level Designer
Tiberium (Xbox 360/PS3/PC)
*Designer on X2 (demo level), which green lit Tiberium into production.
*Responsible for 3 levels in the single player campaign and X2 demo.
*Created concept documentation, design documentation, asset lists, gag lists, boss battle and 2D layouts.
*Created 3D animatics in Maya for complex gags.
*Presentations of levels for approval by Executive Producer and upper management.
*Blocked out level in Unreal 3.0 based on my 2D layout.
*Created encounters (Placed and scripted AI with Kismet).
*Worked with writer to ensure that the level and script were aligned.
*Worked with artists to ensure the art would fit the game mechanics, environment and that it would not break the game play.
*Worked with animators to script vehicles and aircraft for gags in level.
*Worked with programmers to get new features, create new Kismet objects for our design needs, and debug issues.
*Worked with sound engineers to place audio triggers and timing of sounds.
*Assisted new hires get up to speed on Unreal 3.0 and our production pipeline.

Level Designer
Medal of Honor: Airborne (Xbox 360/PS3/PC)
*Worked with VFX artist to create “sky train” gag using Kismet in Unreal 3.0.
*Implemented “sky train” gag in the level “Husky”.
*Used Kismet to script radar tower destruction in “Neptune”.
*Modified geometry to work with game play around radar tower.

Environment Artist, Electronic Arts Redwood Shores (June 2005-September 2006)

Environment Artist
Tiger Woods PGA Tour 07 (Xbox 360/PS3)
*Vegetation landscaping on Glen Abby and Saint Andrews course.
*Optimization of trees and misc vegetation.

Environment Artist
James Bond : From Russia with Love (Xbox/PS2/Game Cube/PSP)
*Modeled and textured props and destroyed states.
*Optimized outsourced levels and props to fit in to PS2 memory.
*Worked with designers to place destructible objects in levels.
*Created collision in levels for 3rd person camera.

Level Designer, US Army. (September 2004 – June 2005)

America's Army : Special Forces (PC)
*Worked with active duty US Army military advisers.
*Visited various US military bases, i.e. Camp Guernsey US Army Training Facility to get hands on experience with weapons, equipment, and tactics.
*Responsible for 3 multiplayer levels : Urban Assault, SF Blizzard and SF Extracion.

*Created design documentation, asset list and 2D layouts
*Blocked out level in Unreal 2 based on my 2D layout.
*Sculpted terrain.
*Applied textures to blocked out level.
*Lit level exteriors and interiors.
*Set dressing (Placed trees, tables, trash, etc...)
*Worked with artists to get assets for the levels.
*Worked with programmers to get objectives programmed for my levels.
*Play tested maps with team and testers to balance maps.
*Optimized levels.

Environment Artist (Contract Work), Signature Devices (January 2004 – August 2004)

Signature Devices Demo (Xbox/PC)
*Helped developed production pipeline.
*Created process and Far Cry Sandbox editor documentation.
*Modeled and textured props, structures and destroyed states.
*Created normal maps, ambient occlusion maps and specular maps.
*Optimized existing props and textures.
*Lit level exteriors and interiors.
*Created encounters and AI patrol paths.

3D Artist, Naval Postgraduate School, MOVES Institute, (April 2001 – June 2003)

America's Army: Operations (PC)
*Worked with active duty US military advisers.
*Visited various US military posts, i.e. Fort Bliss, Fort Hood, to get hands on experience with weapons, equipment,and tactics.
*Modeled and textured all weapons, 1st and 3rd person.

*Modeled and textured misc vehicles.
*Modeled and textured misc props.
*Worked closely and assisted artists, level designers and programmers in discovering an efficient art pipeline.

PUBLICATIONS:

Cover design for "The Journal of Biological Chemistry" Volume 282 Number 29
Publisher: American Society For Biochemistry and Molecular Biology (July 20, 2007)

Author of "Modeling, UV Mapping, and Texturing 3D Game Weapons"
Publisher: Wordware Publishing, Inc.; Pap/Cdr edition (November 25, 2006)
Paperback: 376 pages

EDUCATION: Academy of Art University, San Francisco

AWARDS and RECOGNITIONS:

*Received award from America’s Army for my work on America's Army: Special Forces. (Feb 2006)

*Received award from Deputy Assistant Secretary of the United States Army for my work on America's Army: Operations. (May 2003)

*Various works featured in 3D Game Art FX & Design book. Published by Coriolis. (November 2001)

*100% Tuition summer grant at the Academy of Art College, San Francisco. (June 1997)

References available on request