Dustin L. Cubit
dlkcubit@gmail.com
Home: (619) 426-2524
Mobile: (619) 254-0286
Summary
Skills
• Successfully delivered design documents for multiple levels
• Thrived in a demanding environment requiring high quality.
• Problem solving technical issues.
• Proactively meeting project deadlines and completing team tasks.
• Self motivated team player.
• Excellent written and verbal communication.
Professional Experience
October 2011 – July 2012
QA Tester / Jr. Designer
As a QA Tester I was responsible for finding and regressing issues with precision and expediency. Created test cases and further deduced issues found by external QA departments.
As a Jr. Designer I was responsible for creating and scripting collision in the single player campaign and multiplayer spaces using the Unreal 3 editor and proprietary tools.
Transformers: Fall of Cybertron (Xbox 360, PS3)
• Collaborated with various level designers to optimize level collision for performance and gameplay.
• Utilized Unreal 3 Editor for collision asset creation and scripting.
• Effectively communicate issues found within gameplay and provide test cases.
• Regressed fixed issues with expedience.
As a QA Tester I was responsible for finding and regressing issues with precision and expediency. Created test cases and further deduced issues found by external QA departments.
As a Jr. Designer I was responsible for creating and scripting collision in the single player campaign and multiplayer spaces using the Unreal 3 editor and proprietary tools.
Transformers: Fall of Cybertron (Xbox 360, PS3)
• Collaborated with various level designers to optimize level collision for performance and gameplay.
• Utilized Unreal 3 Editor for collision asset creation and scripting.
• Effectively communicate issues found within gameplay and provide test cases.
• Regressed fixed issues with expedience.
DefenseWeb Technologies Inc. (San Diego, CA)
August 2011 – September 2011
• Collaborated with Tech Lead and Senior Engineers to provide technical solutions that were up to industry standards.
• Created Designer friendly tools using JavaScript and C# that provided interactivity within the game world and increased productivity.
• Created and designed fun mini-games that were integrated into the virtual world including mini golf courses and an obstacle course.
• Prototyped FPS shooting mechanics for future use in the project.
Namco Bandai Games America (Carlsbad, CA)
May 2010 - October 2010
Level Designer
As a level designer I created fully completed levels from conception to completion. Within these levels I implemented scripted sequences, level logic, player objectives, enemy encounters, weapon and environmental destructible placement.
Splatterhouse ( Xbox 360, PS3)
•Collaborated with Lead designer and team members to create fun game levelsMay 2010 - October 2010
Level Designer
As a level designer I created fully completed levels from conception to completion. Within these levels I implemented scripted sequences, level logic, player objectives, enemy encounters, weapon and environmental destructible placement.
Splatterhouse ( Xbox 360, PS3)
•Utilized visual based scripting system to create interactive sequences
•Created and implemented player reward systems
•Difficulty ramping and level planning.
•Environmental interaction design and implementation
January 2010 - Present
Lead Game Designer
As a lead designer I was responsible for world building and managing a small team of designers, artists, and engineers. Within this position I created design documentation, game level prototypes and all combat systems. I was also responsible for research and development on key purchases such as game engine acquisition and server technology.
POUR (PC)
• Blocked out levels in preparation for prototype game build.
Lead Game Designer
As a lead designer I was responsible for world building and managing a small team of designers, artists, and engineers. Within this position I created design documentation, game level prototypes and all combat systems. I was also responsible for research and development on key purchases such as game engine acquisition and server technology.
POUR (PC)
•Created level layouts using real world topological data.
•Planning and assigning asset creation requirements for the game (3d Models, environmental textures, sound and proprietary tools.
•Lead team meetings and planning sessions
• Level and enemy encounter design
•Game asset planning and implementation
•Prototype design and implementation in torque game engine.
Software Knowledge
Software Knowledge
Maya
Adobe Photoshop
Adobe Premiere
Microsoft Office suite
Microsoft Visual Studio
Gamebryo
|
Jira
Unreal Development Kit
Big World Technology Suite
Perforce
Torque Game Builder
Unity 3D |
Education
Southwestern Community College-Chula Vista, CA
Computer Science Transfer Studies 08/99-5/02
Music Composition/ Electronic Music Transfer Studies January- May 2010