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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 *Americas Army : Special Forces 2.3-2.5. Platform: PC
*Americas 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.
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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
Americas 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
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