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Senior Level Designer

John Fitzgibbons

214 Sunnyside Ave Apt A, Campbell CA, 95008 | johnfitz@u.washington.edu | 831.247.8993

I am a passionate level designer with a broad skillset seeking a position which both rewards my talents and challenges me to develop them further. As a level designer, I want to create distinctive game environments and memorable game experiences that support the vision of the game as a whole.

Experience

Fullpower Technologies, 2008-Present

iPhone Game & App Development

Designed and lead two shipped game projects, MotionX Poker and MotionX Poker Quest. Performed all aspects of game and systems design, as well as UI design, art direction, testing, tuning, and programming as needed. After a shift in business focus, lead and developed MotionX GPS Drive, which is currently the #1 navigation app on the App Store. (Platform: iPhone)
Perpetual Entertainment, 2005-2007

Gods and Heroes: Rome Rising

Was responsible for seven overland zones, five cities, and four dungeons through much of their development process, including paper designs and maps, initial rough-out terrain, gameplay design, object placement, spawner placement & tuning, and the beta process. (Platform: PC)
TKO Software, 2004

GoldenEye: Rogue Agent

Designed four of the game's twenty-plus multiplayer levels. In addition doing paper designs, 3D block-outs, entity placement and scripting, also functioned as an artist when needed, working in Photoshop, Maya, and 3DS Max to create game-ready assets to supplement those created by the art staff. (Platforms: PS2, Xbox, GameCube)
TKO Software, 2003

Medal of Honor Allied Assault: Breakthrough

Designed and built two single-player and two multiplayer levels for Breakthrough. Starting from the initial concept for each, developed paper maps, blocked out the levels in 3D, created the final geometry and lighting, and conceived of and set up all of the gameplay events. (Platform: PC)
2002-Present

FitzQuake (www.celephais.net/fitzquake)

Programmed numerous major updates and bugfixes for this modern, optimized Quake client.
2001-2006

Cube and Sauerbraten (www.cubeengine.com)

Created levels, 2D and 3D art for Cube, an independent FPS game, and its sequel, Sauerbraten.
1998-1999

Oblivion (www.planetquake.com/lethargy)

Painted over 600 textures and graphics as lead 2D artist on this third-party Quake 2 mission pack.

Skills

  • Level design and game design for diverse genres including FPS, MMORPG, and casual/puzzle.
  • 2D and 3D art for games, including textures, level geometry, and UI elements.
  • Programming for games & web using C, C++, Objective C, OpenGL, PHP, SQL, ASP, and JavaScript.
  • Software: Radiant, Maya, Max, Renderware Studio, Photoshop, Visual Studio, Xcode, MS Word, Excel, AlienBrain, Perforce, SVN, CVS, VSS, Mediawiki, and Confluence.

Education

1996-1999

University of Washington

Three years of undergraduate study.