The sun sets on Blue Tongue

Blue Tongue Entertainment closes its doors.

As the result of THQ’s strategic business realignment, THQ made the decision to close both its Australian development studios. This resulted in all roles at Blue Tongue Entertainment (THQ) being made redundant, including mine. So I find myself looking for new opportunities and excited about the prospect of continuing my career outside of Australia. I’m seeking a new role as a level designer where I can develop my career and challenge myself with new development tools and practices. I have a particular interest in broadening my skill base with a massively multiplayer online project, but I’m also interested in genres outside of this arena. I have a background as an Environmental Artist and five years’ experience as a Level Designer.

So welcome to my little piece of the internet, below you’ll find my resume along with gameplay samples for all the titles I’ve worked on in my five years as a level designer. So fingers crossed and wish me luck!

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Career Summary


A Level Designer within the game development industry with five years of experience, with a background in fine arts and as an environmental artist. A proven track record, but also passionate about providing customer focused, creative and engaging gameplay experiences, working on both licenced and original titles with demonstrated success working within tight deadlines and to schedule.

Career History


Blue Tongue Entertainment (THQ)

March 2006 – August 2011

Level Designer III

June 2009 - August 2011

Key Responsibilities

  • The development of gameplay levels from initial pitch to final implementation, using 3ds Max and internally developed tools.
  • Maintain levels across multiple SKUs (different game consoles) and respond to Daily Acceptance Test fails, then liaise with involved team members on solutions and alert team members to larger issues.
  • Communicate with production, leads and other team members to ensure smooth coordination of work and to receive feedback on work produced.
  • Contribute to the design of gameplay systems and tools used by both designers and artists.
  • Test and evaluate code changes to tools and provide feedback on changes.
  • Provide realistic estimates for tasks and manage the scope of work to ensure timely completion.
  • Update task status daily in the task database and communicate changes with daily group stand up meetings.
  • Provide support for external build releases, to ensure both build stability and quality.
  • Shipped titles during this period, Marvel Super Hero Squad for the Nintendo Wii.

Key Achievements

  • A key stakeholder in the design of the Destructible System and its integration into the current tools for Blue Tongues' current ‘Unannounced Title’, this system helped define the final direction of gameplay spaces for the title.
  • Quickly and successfully adapted to design direction changes and produced gameplay spaces which again aided in defining and demonstrating these global design changes to external parties.
  • Became known as the person to contact if other team members had issues relating to level design tools or the systems I had stakes in.

Level Designer

July 2007 - June 2009

Key Responsibilities

  • The development of gameplay levels from initial pitch to final implementation, using 3ds Max and internally developed tools.
  • Maintain levels across multiple SKUs (different game consoles) and respond to Daily Acceptance Test fails, then liaise with involved team members on solutions and alert team members to larger issues.
  • Communicate with production, leads and other team members to ensure smooth coordination of work and to receive feedback on work produced.
  • Provide level design support during the submission process to address bugs in a timely manner.
  • Provide support for external build releases, to ensure both build stability and quality.
  • Shipped titles during this period, de Blob (Wii), El Tigre: The Adventures of Manny Rivera (PS2), Nicktoons: Attack of the Toybots (Wii, PS2)

Key Achievements

  • Contributed to the design and revisions to the final Boss Fight for de Blob and was tasked with tracking and coordinating effort between code and art teams and providing updates to leads and production. This resulted in an engaging, challenging and successful gameplay experience.

Junior level Designer

March 2006 - July 2007

Key Responsibilities

  • The development of Bonus levels using themed gameplay for the title ‘Nicktoons: Battle for Volcano Island’ from initial pitch to final implementation, using internally developed tools.
  • Assist with major revisions to assigned levels, involving changes in structure and gameplay.
  • Setup of tutorial levels, which provided players with introductions to basic gameplay concepts.
  • Assist with the setup of in-game cut scenes across several levels using internal tools.
  • Provide level design support during the submission process to address bugs in a timely manner.
  • Shipped titles during this period, Nicktoons: Battle for Volcano Island, this is the first successfully shipped title I was involved with.

Perception PTY LTD

Sept 2005 – Jan 2006

Junior Environmental Artist

Key Responsibilities

  • The production of  3D Models and textures with 3ds Max and Adobe Photoshop,
  • Collaborate and liaise with level designers to produce needed assets in a timely manner for use with Epics - Unreal Engine 2.5.

SIMmersion Pty Limited

June 2005 - July 2005

3D Artist

Key Responsibilities

  • Producing 3d models for SIMmersions 'SIMurban' visualization package.
  • On location sourcing of reference photos, to be used as reference for other artists.

Prophecy Games Pty Ltd

March 2005 - July 2005

Modeller/Texture/Technical Artist

Key Responsibilities

  • Involved with production of Level Assets and concept art for levels and characters.
  • Working with the Reality Engine to produce documentation for artists and animators.
  • Providing technical support to other artists and was known as a general problem solver.

Education


AIE – The Academy of Interactive Entertainment

2004 - 2005

Diploma of Computer Game Development, Game Art Creation

  • 'Roach Rage' (AIE 2004 Diploma of Computer Game Development Production) Placed second in the unsigned games competition at the Australian Game Developers Conference 2004.

ACAT - Australian Centre for the Arts and Technology

2001 - 2002

Graduate Diploma in Electronic Arts, Animation

The Australian National University

1996 - 2000
Bachelor of Arts (Visual), Sculpture

Key Skills


  • Extensive knowledge of Adobe Photoshop, Autodesk 3ds Max and previous experience with Maya.
  • Extensive experience producing levels and level assets with multiple platforms in mind (Xbox 360, PS2, PS3, and Wii).
  • An effective communicator who can express ideas visually and verbally.
  • Works effectively as a part of a team and autonomously.
  • Experience with Microsoft Office (Word, Excel and PowerPoint).
  • Demonstrated success when working within tight deadlines.
  • Always open to learning something new, a new challenge.

Referees


  • Available upon request

 

 

  • Unannounced Title (PS3, XBox 360, Wii)
  • Marvel Super Hero Squad (Wii)
  • deBlob (Wii)
  • El Tigre: The Adventures of Manny Rivera (PS2)
  • Nicktoons: Attack of the Toybots (Wii, PS2)
  • Nicktoons: Battle for Volcano Island (PS2, Gamecube)

Unannounced Title (PS3, XBox 360, Wii)



Unfortunately I won’t be able to go into much detail on this project, as it is still currently covered by a non-disclosure agreement with Blue Tongue Entertainment (THQ). The project was based around a well-known licenced property.

I did contribute to a wide range of tasks during my time working on this title including the following;

  • The Development of gameplay levels from initial pitch to final implementation.
  • Contributed to the design of several gameplay systems used during the development of the title.
  • This title was being developed for 360, PS3 and Wii.


Marvel Super Hero Squad (Wii)



With the discovery of an Infinity Fractal, the Super Hero Squad must race to stop Dr. Doom and the Lethal Legion from obtaining it first and save Super Hero City from destruction.

I worked on and contributed to a wide range of tasks during my time working on this title.

  • The development of gameplay levels from initial pitch to final implementation.
  • Setup of in-game cut scenes, along with environment population, including breakables, collectables and encounter setup.


deBlob (Wii)



The evil INKT Corporation, led by Comrade Black, has drained the colour from Chroma City, turning it into a drab, monochromatic metropolis. Blob joins forces with a resistance movement called the Colour Underground to bring colour back to Chroma City and liberate its people.

I contributed to the following tasks during my time working on this title.

  • Contributed to the design and revisions to the final boss fight with Comrade Black. Original gameplay design by Nick Hagger.
  • Setup of in-game cameras, along with environment population, puzzle and encounter setup in the adventure levels of deBlob.


El Tigre: The Adventures of Manny Rivera (PS2)



From deep underground, Mikla, Prince of Doom, and his AzTechs attack Miracle City. Mikla turns the city’s super-villains against each other so he can take over. The Rivera Family gets into some trouble when Puma Loco and White Pantera are kidnapped. El Tigre must enlist of friends Frida and Black Cuervo to save his Dad and Grandpapi!

I worked on and contributed to a wide range of tasks during my time working on this title.

  • The development of gameplay levels from initial pitch to final implementation.


Nicktoons: Attack of the Toybots (Wii, PS2)



The evil Professor Calamitous has constructed a vast army of evil toys based on the Nicktoons Heroes and launched them on a multi-dimensional invasion! It’s up to the Nicktoons to stop to his diabolical plan and defeat their duplicates.

I worked on and contributed to a wide range of tasks during my time working on this title.

  • The development of gameplay levels from initial pitch to final implementation, including tutorial and adventure levels.
  • Setup of in-game cut scenes, along with environment population, including breakables, collectables and encounter setup.


Nicktoons: Battle for Volcano Island (PS2, Gamecube)



An ancient evil, known as Mawgu, threatens to take control of Volcano Island. It's up to our Nickelodeon Heroes to defeat Mawgu and save Volcano Island.

I worked on and contributed to a wide range of tasks during my time working on this title.

  • Assist with major revisions to assigned levels, involving changes in structure and gameplay.
  • The development of Bonus levels using themed gameplay.
  • The setup of tutorials, which provided players with introductions to basic gameplay concepts.
  • Assist with the setup of in-game cut scenes.
  • Environment population, including breakables, collectables and encounter setup.