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Thomas Hoeg
 Game Designer
17950 Cranbrook Ct.
Northville, MI 48168

 tom.hoeg@gmail.com
804.239.6708

PROFESSIONAL GAME EXPERIENCE


Backflip StudiosBoulder, Colorado December 2012 - July 2016
Game Designer – Wits & Wagers: Trivia Party, Ninjump Rooftops, Ninjump Smash, Twister Tap, Transformers: Earth Wars, My Little Pony: Puzzle Party
  • Led design of several internal projects including Ninjump Rooftops, a #1 iPhone game in 45 countries including the United States and Canada
  • Designed and prototyped dozens of unique game concepts for the company's "casual" game brand
  • Spearheaded data-driven design efforts by working to improve and automate analytics reporting
  • Collaborated with external studios to deliver high quality experiences based on valuable Hasbro brands
ByteSize Games Novi, Michigan   August 2010 – December 2012
CEO / Creative LeadFlipShip, Little Labyrinths
  • Led a team of three developers to deliver high quality products under aggressive timeframes
  • Developed all initial concepts and guided them from proof of concept to final release
  • Authored and maintained design documentation through an internal company wiki
  • Programmed all game systems and scripted all game elements in addition to other creative tasks
  • Shipped two games (FlipShip and Little Labyrinths) featured by Apple with average review scores above 80% and an average user rating of 4.5 out of 5
Insomniac Games Burbank, California January 2009 – June 2010
ScripterFuse, Ratchet and Clank: A Crack in Time
  • Worked with a team of 100+ developers to deliver AAA console experiences
  • Individually scripted entire levels in addition to assisting with other development tasks
  • Designed and implemented section layouts, enemy encounters, and events
  • Collaborated with art, design, programming, and audio to create high quality enemies and encounters
Gearbox Software Plano, Texas July – August 2008
Level Designer (Intern)Unannounced Title
  • Worked with a team of interns and professional developers to implement an entirely new multiplayer game type
  • Created concept documentation for game type and map layout concepts
  • Coordinated with another level design intern to implement prototype map for testing game type
  • Scripted game type functionality as well as map-specific level design elements

SKILLS


Engines/Editors: Unity, Luna (Insomniac Games Proprietary), UnrealEd 3, Radiant, Hammer/Source, UnrealEd 2, Elder Scrolls Construction Set (Oblivion), Aurora (Neverwinter Nights), Torque X Builder, Google SketchUp

Level Design: BSP construction, texturing, lighting, scripting (entity and code based), trigger systems, enemy placement and pathing, optimization, concept and design documentation, level and gameflow planning 


Languages: 
C#, C++, Objective-C, JavaScript, Lua, Google App Script, Kismet (UnrealEd 3), DoomScript (Doom 3), UnrealScript (Unreal Tournament 2004), TESScript (Oblivion), NWScript (Neverwinter Nights)

Tools: 
Perforce, Cornerstone, SourceTree, TortoiseSVN (1.4.5), DevTrack, JIRA, FogBugz, Flurry, Localytics, swrve, Adobe Photoshop, Adobe Illustrator, Adobe Premier, Maya, 3DS Max 9, Microsoft Office (Word, Excel, Outlook, Power Point, Project, Visio), Google Drive (Docs, Sheets, Sites), Audacity 

GAME EXPERIENCE AT THE GUILDHALL AT SMU


Extraction – Individual Half Life 2 Project  August – December 2008
Level Designer
  • Created new Half Life 2 experience focused on exploration and decision making
  • Created and maintained all level design documentation
  • Designed and implemented BSP geometry, textures, lighting, models, sound, and scripting
  • Integrated feedback from faculty and students to continually improve level over several iterations 
Dissonance – Team Half Life 2 Modification
 June – December 2008
Game Designer / Level Designer
  • Designed all gameplay and systems around a predefined core concept
  • Created and maintained Game Design Document throughout the project lifespan
  • Managed additional development tasks including testing, sound integration, and user interface design
  • Coordinated with department leads to ensure team was consistently working toward a central vision while maintaining a manageable project scope
  • Supported level design department by designing initial level layouts, creating particle effects, and implementing gameplay scripting
Separation Anxiety – Individual Doom 3 Project
March – May 2008
Level Designer
  • Created entirely new Doom 3 level focused on using scripting and environmental storytelling to create tension
  • Designed and implemented seven unique interior areas from initial layout and documentation to final polish
  • Delivered high quality end product while simultaneously learning the tools in an extremely short timeframe (less than eight weeks)
Nightfall – Individual Half Life 2 Project June – July 2008
Level Designer
  • Created a unique, survival-horror gameplay experience appropriate to the Half Life 2 universe
  • Designed and built entire level including BSP construction, texturing, lighting, model placement, sound integration, enemy placement and pathing, and scripted events
  • Scripted unique level elements including an objective display, player inventory, and new enemy type
  • Delivered a production quality level under strict requirements and extreme schedule pressure

EDUCATION


The Guildhall at Southern Methodist University Plano, Texas
Masters of Interactive Technology in Digital Game Development, specialization in Level Design  December 2008
3.99 GPA

Case Western Reserve University Cleveland, Ohio
Masters of Science in Engineering, Mechanical Engineering May 2006
Bachelors of Science in Engineering, Mechanical Engineering May 2005
4.00 GPA, Co-Valedictorian, Summa Cum Laude


References available on request