Michelle Sleeper | Game Developer | Atlanta, GA
"digital entertainment design"
Programmer and Level Designer
Atlanta, Georgia, USA
Purpose
I am seeking a professional opportunity in the game development industry. I am a highly experienced community level designer and programmer currently based in Atlanta GA, and I seek to help build great and memorable digital games. My ideal position would range from map design to AI or gameplay programming to general game development. Although I am currently located in the Metro Atlanta area, I would be willing to relocate for the right job opportunity.
Currently I am employeed in a full-time position in a non-gaming related IT field, and I am attending the Art Institute of Atlanta as a full-time student.
Please visit my website to view an online portfolio of screenshots, videos and downloads of my work.
Web: http://www.msleeper.com/
Email: msleeper@gmail.com
Phone: Please contact via email for phone correspondence
References
Keith Hudgins - Owner, Shadowmoor LLC
- Phone: 678-523-1959
- Email: greenman@greenman.org
Sean Allen - Writer, Level Designer
- Phone: 661-274-1967
- Email: scallen83@sbcglobal.net
Andrew Childs - Game Designer
- Phone: 573-225-4167
- Email: Hudson1@gmail.com
Derek Braun - Level Designer
- Phone: 701-260-2082
- Email: derek.braun@gmail.com
Sean Massaro - Friend
- Phone: 678-933-5374
- Email: samassaro@gmail.com
Education
Art Institute of Atlanta (2010 - Present)
Majoring in Visual and Game Programming
Work History • Gaming
Source Engine/PHP Statistical Heatmaps • Source Engine (2009)
- Programmer
Wrote from scratch stat-gathering code for multiplayer Source games, which then uses a PHP program to convert that into a "heatmap" to plot locations of player kills. This code was altered and released in the HLstatsX: Community Edition Source engine stat software. Project took less than 1 week worktime from concept to completion.
Unnamed Source Project • Source Engine (2009 - Present)
- Project director
- Lead AI and Gameplay programmer
- Level designer
Designed and creating multiplayer coop sidescroller beat-em-up. Project currently in development.
Advanced AI Project • EDuke32 Engine (2007, 2009 - Present)
- Lead AI and Gameplay programmer
- Level designer
Wrote new AI and A* Pathfinding algorithm around constrained engine environment limitations. Advanced AI is able to give procedural commands to itself, creating multi-layered AI-driven squadrons. Advancements in game engine prompting current rewrite of pathfinding system.
Shadowmoor, SOLAR, Inc. • Live Action RPG (2004 - 2008)
- Game and story writer
- Assistant manager, lead story teller (2008)
- Game Owner: Keith Hudgins - (678) 523-1959
Created detailed game-world events, provided complete reports about positive and negative events transpired on-site to 10+ member team, and executed content to entertain 75+ customers on a monthly basis. Utilized fast thinking and problem solving skills to provide impromptu solutions, providing a seamless and fluid experience for customers. Became assistant manager and lead story teller in 2008 with a team of 8 subordinates.
Unnamed Duke3D Community Project • EDuke32 Engine (2005 - 2006)
- Lead AI programmer
- Assistant Weapon and miscellaneous programmer
Wrote both new AI and updated existing game AI to project specification such as a unit which would spawn weaker units around itself, and another unit which would teleport behind the player when confronted directly. Assisted in new weapon mechanics and gameplay effects, such as a simulated-physics based "gravity bomb" and dynamic difficulty gameplay scaling code for all the game AI.
Source Chariots • Source Engine (2005)
- Level designer, I/O scripter
Created a unique physics-driven system for a physics-based vehicle pod racer clone from Star Wars: The Phantom Menace. Project won the 2005 HL2World.com "Innovation Challenge" mapping content. Project time was approximately 2 weeks.
The AWOL Project • EDuke32 Engine (2003 - 2005)
- Lead AI, Vehicle and Gameplay programmer
- Assistant Effects and miscellaneous programmer
- Level designer
- Assistant project manager (2005)
- Project Director: Andrew Childs - (573) 225-4167
Wrote AI and general gameplay code, as well as innovative vehicle code to specification provided by project director. Assisted project programmer with environmental and particle effect systems and other miscellaneous code requirements to his specifications. Created new levels and redesigned or updated existing levels with updated effects as the project went forward.
Grins of Divinity TC • Build Engine (2000 - 2002)
- Lead Gameplay and Effects programmer
- Level designer
- Assistant project manager (2002)
Wrote AI and visual effect code to specifications provided by the project director, solving code problems and working around engine environment limitations to provide the desired finished product. Also helped design key game events and explain implementation to 25+ member team, creating a seamless and entertaining game for the user.
Knowledge and Skills
Game Editors / Game Engines
- Hammer / Source Engine, 5+ years
- UnrealEd / Unreal Engine, 1+ year
- Radiant / Doom 3 and Quake 4, 6 months
- Other miscellaneous game editors/engines, including 8+ years of Build
Programming Languages
- Source entity I/O, 5+ years
- PHP / MySQL, 4+ years
- C / C++, 3+ years
- SourcePawn scripting language, 2+ years
- JavaScript and AJAX, 1+ year
- UnrealScript, 8 months
- Other miscellaneous scripting languages, including 8+ years of DukeC/EDuke32 programming
Other Knowledge / Skills
- Extended knowledge of pathfinding and procedural AI concepts
- Extended knowledge of data gathering and processing, such as informational heatmaps
- Moderate knowledge of Photoshop, Paint Shop Pro and GIMP
- Moderate knowledge of linux based systems
- Working knowledge of 3D Studio Max
- HTML and CSS experience, 8+ years