Brent Carr Ellison, Game Designer
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Resume

You can download a copy here.


Brent Ellison
Game/Level Designer


Skills

Level Design, Game Design, Scripted Sequences, Encounter Design, AI Design.


Technical Knowledge


Editors

• Hammer (Half-Life 2)

• Radiant (Quake 4)

• UnrealEd (Various)

• Elder Scrolls Construction Set

• Game Maker

• Unity

• Genesis (Funcom tools)

Scripting

• Lua

• C++

• UnrealScript

• DoomScript

• Game Maker Language

• Kismet

• Scry (Funcom tools)

Tools

• Adobe Photoshop

• 3DS Max

• Visual Studio

• Visio

• Word

• Excel

• Project


Professional Experience

Lead Designer

September 2012 - Current

UNNANOUNCED TITLE WITH A MAJOR LICENSE

• Worked with the Producer to develop the game vision

• Led team in designing core feature set

• Created and provided feedback for core game system prototypes

Funcom Games

 

Senior Designer

August 2008 - September 2012

THE SECRET WORLD

• Designed and implemented (scripting, AI, encounter design/balancing, and level layouts) two group dungeons and the opening action level that introduces the player to the game’s combat and storytelling

• Designed endgame Nightmare dungeons and surrounding challenges

• Set level design direction with producer, performed content reviews, and developed tools for measuring pacing and intensity curves

• Designed playfield content (missions, population, flow and mechanics)

• Developed core AI combat behavior and a modular trigger-style system used throughout the game


Other Experience

Designer/Programmer

September 2009 - March 2010

DUNGEONS OF FAYTE (Indie Game)

• 4-player co-op RPG simulating a full D&D campaign in under an hour

• 2nd place in the TIGSource Assemblee contest, downloaded over 25k times, featured on various gaming websites and in the retail book “250 Indie Games You Must Play” by Mike Rose

• Programmed the game and designed all core systems

 

Designer/Producer

January - July 2008

THE GHASTLEYBRIAR ZOO INCIDENT (Half-Life 2 mod)

• Edward Gorey-inspired 3d platformer created at The Guildhall at SMU

• Led a team of 14 people - 6 designers, 2 programmers and 6 artists

• Wrote concept and production documents and maintained task lists

• Scripted gameplay elements and implemented HUD and miscellaneous code in C++

 

Designer/Producer

June - September 2007

INSURRECTION (Unreal 2004 mod)

• Competitive team-based shooter mod created at The Guildhall at SMU

• Led a team of 15 people - 7 designers, 2 programmers and 6 artists

• Wrote Game Design Document, including class and weapon balancing

• Scripted point capture system and all map objectives across 5 levels


Education

THE GUILDHALL AT SMU

July 2008

Master's of Interactive Technology, Specialization in Level Design

Thesis Project - "Analyzing Character Interaction Gameplay"

 

REED COLLEGE

May 2003

Bachelor of Arts in Psychology


Languages

Native English, Conversational Japanese, Beginner French

 

REFERENCES AVAILABLE UPON REQUEST

 

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