Combat Designer
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Matthew Wingler
Multiplayer Designer

Email: [email protected]        Phone: 1+817.319.6506       Portfolio: www.mwingler.com


Skills

Level Design: world building, multiplayer design, concepting, prototyping, A.I. behaviors, pathing, event scripting, detailing, environmental storytelling, lighting, BSP, terrain, cinematics, design documentation, optimization, agile scrum, scheduling, communication, pitching 

Engines: Unreal Engine 3.0 (UDK, Gears of War, UT3, Dungeon Defenders), Source Engine 2011 (Hammer), G.E.C.K. (Fallout 3, Fallout: New Vegas), Torque X

Additional Tools: Adobe Photoshop, Adobe Illustrator, 3D Studio Max, Tortoise SVN, Microsoft Office Suite, Visio, Google Sketchup, Visual Studio, Fraps, Audacity, Adobe Premiere Pro   

Unreal Technology: Kismet, Matinee, Material Editor, Cascade Editor, Post-Processing, Level Streaming, Sound Cue Editor   

Additional Skills: 13 years of traditional fine arts training 


Game Experience

"Tempest", Gears of War single-player level                                                                                          November 2012 - January 2013
Level Designer - sole developer
  • Built a complete airship utilizing imported Unreal Tournament III assets
  • Created a complete mini-campaign level experience (around 15 minutes long) with starting and ending cinematics
  • Scripted four new player abilities using Kismet, including a character switching mechanic

"Autonomous", Half-Life 2 single-player level                                                                                            August 2012 - October 2012
Level Designer - sole developer
  • Created tower defense gameplay within Half-Life 2
  • Built a fully-functional player resource system in Source Engine
  • Scripted a new player mechanic that allows players to summon defensive units


"Blastrobots", UDK isometric arcade multiplayer shooter                                                                           June 2012 - December 2012
Game Designer / World Builder - team of 14 developers
  • Created an isometric retro game experience set in a futuristic city
  • Designed and defended the game vision
  • Static meshed a large majority of the game
  • Facilitated communication across disciplines through daily checkups and meetings
  • Balanced every weapon, combo shot, enemy attack and health, as well as all other systems in the game


"Gateway Shuffle", Unreal Tournament 3 deathmatch level                                                                      February 2012 - March 2012
Level Designer - sole developer
  • Created a mod based on Quake 3's original DM-17 map
  • Utilized physics volumes to create zero gravity space outside of the regular gravity platforms
  • Created a bustling space toll station orbiting a planet


"Cyborg Ninjas on Fire 2: Reloaded", UDK capture the flag game                                                                  January 2012 - May 2012
Game Designer / World Builder - team of 7 developers
  • Designed and defended the game vision
  • Wrote game plot and character backstories
  • Designed, constructed, and cluttered a large majority of the map's structures
  • Balanced the game mechanics as well as all weapons' damage and abilities
  • Built entire 3D skybox


"Humanity", Fallout: New Vegas single player level                                                                              October 2011 - December 2011
Level Designer - sole developer
  • Constructed 20 plus NPCs each with branching dialogue paths
  • Created a main quest line that can yield three different endings
  • Scripted a helicopter carpet bombing of the town
  • Created a unique side quest 


"Piñata Revolución", Torque X 2D side-scroller beat-‘em-up                                                          September 2011 - December 2011
Level Designer - team of 4
  • Designed and implemented six full levels 
  • Created HUD, background and foreground assets
  • Animated background assets
  • Created menu assets and implemented its functionality 
  • Provided game design direction and maintained the Game Design Document


Education

 The Guildhall at SMU                                                                                                                                                                    May 2013
  Plano, Texas
  • Masters of Interactive Technology, specialization in Level Design
  • GPA: 3.8
     
 University of Texas at Austin                                                                                                                                             December 2010
 Austin, Texas
  • Bachelor of Arts in Anthropology 
  • Bachelor of Arts in History
  • GPA: 3.7
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