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Senior Level Designer

John Fitzgibbons

530 Scott St #5 San Francisco, CA 94117 | 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

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, 2004

Sahara

Conceived of and created preliminary designs for most of the game's levels, and provided significant input into game systems design and tools-and-pipeline development for this third-person action game based on the 2005 movie. (Platforms: PS2, Xbox, PC)
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 rendering enhancements, architectural changes, and bug fixes for FitzQuake, a quake-compatible GPL engine based on the source released by id Software.
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 with a first-person shooter and MMORPG focus.
  • 2D and 3D art for games, including textures, level geometry, and UI elements.
  • Programming for games and the web using C, OpenGL, PHP, SQL, ASP, and Javascript.
  • Software: Radiant, Maya, Max, Renderware Studio, Photoshop, MSVC++, MS Word, Excel, AlienBrain, Perforce, CVS, and VSS.

Education

1996-1999

University of Washington

Three years of undergraduate study.