Resume / Contact

Adrian Bedoya

Cell: (949) 923-1333

E-mail: alltrac.adrian@gmail.com

Summary

Two years experience working in the game industry both as a designer and environment artist. Knows what it takes to see a game from concept to completion. Primary focus is with level design, creating fun, memorable and immersive gaming experiences. Passion for video games and working with multi-talented teams.

Skills

  • Handled multiple tasks at once during high pressure situations
  • Successfully delivered initial design documents for multiple game levels
  • Thrived in a high pressure environment demanding high quality.
  • Constantly met and exceeded team requirements for all tasks
  • Outstanding communication skills, both verbal and written

Professional Game Experience

Namco Bandai Games America (Carlsbad, CA)                                                                       September 2009 – Current

Level Designer

As a level designer, I created fully realized levels complete from concept documentation to completion. In all of my levels I implemented scripted sequences, level logic, enemy encounters, puzzle setups, dialog, and weapon placement.

Splatterhouse ( Xbox 360, PS3)

  • Collaborated with lead designer and game director to create fun game levels
  • Utilized visual based scripting to create dynamic and interactive sequences
  • Created and implemented fun game puzzles
  • Level and Gameflow planning
  • Mood and atmosphere design and implementation (scare moments and pressure elements)

BottleRocket Entertainment (Carlsbad, CA)                                                                         March 2008 – February 2009

Environment Artist

As an environment artist, I was responsible for creating basic level layouts, modular environment tiles, destructibles and props.

Splatterhouse (Xbox 360, PS3)

  • Worked closely with art director and concept artists to model environments, props
  • Utilized Zbrush, in addition to other organic and hard surface modeling techniques
  • Created high resolution meshes for generating normal, occlusion and parallax maps.
  • Assembled environments based on design and gameplay specifications
  • Worked within technical budgets for asset and texture creation.

Software Knowledge

  • Maya
  • Adobe Photoshop
  • Microsoft Office suite
  • 3DS Max
  • Zbrush
  • Perforce

Education

The Art Institute of California – Orange County January 2005 – March 2008

Bachelor of Science in Game Art and Design


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