DOUGLAS HAMILTON LEVEL DESIGNER AND ENVIRONMENT ARTIST

   
 
 

 

CONTACT

Douglas Hamilton
London, United Kingdom
Email: skybex@skybex.com
Level Designer and 3D Environment artist

Currently working on;
Nuclear Dawn by InterWave Studios

 

BIO AND INTRODUCTION


I am 26 year old Environment artist and Game/Level Designer who specializes with game and mechanic design and game play based Level Design to Art based Level design, Particle and Environment effects, Environment props and Technical art for optimization, animation and sequences.

My primary programs used are 3D Studio max combined with Photoshop and Mudbox for Environment art and I am fluent with a wide variety of game engines including the Source engine and Unreal.

With over 6 years experience working on titles such as Nuclear Dawn, Wanted: Weapons of Fate and Insurgency: Modern infantry combat as well as a number of currently unreleased titles working as an Environment artist and/or Level Designer.

 

Key skills and Attributes

  • Currently using Valve softwares Source engine for the creation of a real life based location set in a post apocalyptic world
  • Level Design using the Diesel engine (Grin In house) for Wanted: Weapons of Fate. Also used for Bionic Commando and Bionic Commando: Rearmed
  • Fluent knowledge of 3D Studio Max to create low polygon map environment meshes and UV's. Hi poly, combined with mudbox for baking normal maps
  • Other engines known are Epic's Unreal 3 as well as a variety of engines mostly used for top-down view adventure games (eg. Titan quest/Neverwinter nights)
  • Photoshop for creation of user interface and menu design
  • High-resolution 2D texture creation using source images using Adobe Photoshop.
  • Low-resolution 2D hand painted textures, using photos where needed
  • Significant experience in .xml and an understanding of C++ and lua
  • Knowledge of business applications such as Microsoft Word, Excel and Office.
  • Native English speaker. Able to speak and understand Castellano (Spanish) as well as a very basic understanding of written French and spoken Russian and Japanese.  

April 2009 to Present
InterWave Studios
www.interwavestudios.com
Lead Environment Artist and Level Design

  • Responsible for the creation of a multitude of vehicles based around a near future New York and post apocalyptic setting, modelling, unwraping, creation of multiple level LOD's and collision models and compiling for use ingame
  • Creating from concept art the two teams unique gameplay structures
  • The creation of other environment and miscellaneous props for the New York setting
  • Responsible for the creation of a large multiplayer level based around a near future and post apocalyptic Russian industrial environment with both Real time strategy and First person shooter gameplay
  • Optimization and performance control to conform to the minimum accepted requirements

September 2009 to January 2010
FixGames Studios
Home page not avalible
Level artist and set dresser

  • Working on two pre designed environments doing texture and model overhauls to bring up to standard of current gen games, creating world diffuse textures combined with normal and specular maps where needed
  • Lighting artist, overhauling the light sceme and creating a much more visually desriable setting
  • The creation of other environment and miscellaneous props
  • Optimization and performance control to conform to the minimum accepted requirements

November 2007 to January 2009
GRIN Barcelona
Home page not avalible
Level Designer

  • Design, document build and maintain game levels for Wanted: Weapons of Fate, from initial concept phase to the final polish phase, Conforming to the games story board and environment setting. Brainstorming and designing user encounters and interaction within the game world.
  • Brainstorming ideas for player experience, encounters with NPC's and scripted events. Then responsible for the implementation of said events using the in house editor combined with .xml
  • Optimization and performance control to conform to the Xbox and PS3's accepted requirements
  • Full audio passes, adding environmental sounds to all levels within the game
  • Implementation of all in game VO andlocalization subtitles
  • Other tasks include assisting other designers where ever needed, help with native English language for in game script and player/enemy VO, Documentation and setting up an internal wiki to track game performance and all in game sound

November 2005 to November 2007
Team Insurgency
www.insurgencymod.net
Level / Game designer and Environment artist
  • Part of the design team defining and documenting the game mechanics, flow and balance. As well as designing the games core mechanics and features
  • Design, build, test and fine tune multiplayer levels loosely based on real life locations set in Iraq, Afghanistan, Croatia and Kosovo
  • Creation of High-resolution world textures for both the Iraq/Afganistan theatre and the Kosovo/Croatia theatre using photo referances
  • Low-poly 3D Modeling and texturing for envionment prop models
  • Scripting of Soundscapes for environmental sounds and detail sprites using .xml
  • Bug-testing/fixing through the use of mantis
  • Public relations
  • Assisting other Level Designers and Environment artists where needed
 
 
 

 

All content of this site for non commercial productsis © 2000-2009 Douglas Hamilton. ALL RIGHTS RESERVED. Any use of content in part or whole contained within this web site is strictly prohibited without the explicit consent of Douglas Hamilton. All commercial products are © by the respective owners ALL RIGHTS RESERVED