Andrew D. Baker
andrewdavidbaker@gmail.com
Objective
To obtain a position in game design and development, in which I can continue to refine and expand my knowledge and expertise.
Skills
Pre-planning, design, production, and optimization of gameplay and levels for single player, multiplayer, and co-op AAA action and action-RPG first person shooter games.
Narrative gameplay design, mission/quest design and writing.
Pre-visualization, environmental research, design and construction of game environments.
Combat, enemy, and boss design and scripting.
NPC and environmental interactivity scripting.
Interactive, environmental, and physics puzzle design, construction, and difficulty balancing.
Design and implementation of in-game animated dialog sequences, full motion video and motion graphics.
Optimization and QA for platforms including PC, Xbox, and Playstation.
Overall game asset management and technical art direction.
Gameplay testing and feedback.
Published Projects
Minecraft Story Mode Season 2 Episode 1: Hero in Residence
Minecraft Story Mode Season 2 Episode 2: Giant Consequences
Minecraft Story Mode Season 2 Episode 4: Below the Bedrock
The Walking Dead: A New Frontier Episode 2: Ties That Bind Part Two
The Walking Dead: A New Frontier Episode 3: Above the Law
The Walking Dead: A New Frontier Episode 4: Thicker Than Water
Minecraft Story Mode Episode 6: A Portal to Mystery
Minecraft Story Mode Episode 7: Access Denied
Minecraft Story Mode Episode 8: A Journey's End?
Lichdom: Battlemage
Borderlands 2 DLC: Sir Hammerlock's Big Game Hunt
Borderlands 2 DLC: Captain Scarlett and Her Pirates Booty
Duke Nukem Forever DLC: The Doctor Who Cloned Me
Duke Nukem Forever
Work History
Senior Level Designer
Hangar13 (June 2020 – June 2022)
- Designed missions, modular level systems, and gameplay mechanics for unreleased co-op action project.
- Designed interaction systems and gameplay mechanics for pre-production single-player narrative action project.
Senior Level Designer
Nexon OC (January 2019 - May 2019)
- Designed multiplayer co-op and pvp levels and gameplay mechanics for unreleased prototype project.
Game Designer
Telltale Games (October 2015 – January 2018)
- Designed narrative, action, and environmental gameplay for story-focused episodic games.
Senior Level Designer
Xaviant LLC (July 2013 – April 2015)
- Level design and gameplay scripting in CryEngine 3; Shipped Lichdom: Battlemage
Level Designer
Triptych Games (June 2009 – November 2012)
- Shipped Borderlands 2 DLC: Sir Hammerlock's Big Game Hunt, Borderlands 2 DLC: Captain Scarlett and Her Pirates
Booty, Duke Nukem Forever DLC: The Doctor Who Cloned Me, and Duke Nukem Forever
Level Designer
3D Realms (July 2005 – May 2009)
- Developed levels, puzzles, scripted sequences and interactive and environmental assets for Duke Nukem Forever
Programmer/Analyst
University of Rochester Medical Center (1999 – 2004)
- Consulted and produced media for medical research team working on visual and memory neurological disorders.
- Designed and produced 3D real-time interactive environments for the purpose of neurological testing, including
textures, models, and UI elements.
Proficiencies
Game Development
Unreal Engine 4 and 5
Idtech Engines (Various)
CryEngine
Source Engine
Creation Engine
Unity
Gameplay Scripting
3DS Max, Maya and SketchUp Modeling
Xbox and PlayStation Console Development
General
Traditional and Digital Art and Illustration
Photography and Video Editing
Writing and Narrative Design
Adobe Illustrator
Adobe Photoshop
Architectural Visualization
JIRA Project Management Software
Perforce/SVN Source Control Software
Education
Illustration
Rochester Institute of Technology
1996 – 1999
Literature
Broome Community College
1994 – 1996
Designed missions, modular level systems, and gameplay mechanics for unreleased co-op action project.
Designed interaction systems and gameplay mechanics for pre-production single-player narrative action project.
Designed multiplayer co-op and pvp levels and gameplay mechanics for unreleased prototype project.
Designed narrative, action, and 'free-walk' environmental gameplay for story-focused episodic games. Story and character creation and development
Designed narrative sequences, large scale levels and gameplay for first-person action role-playing game. Pre-production narrative, world building, gameplay and level design for an unreleased title, in Unreal Engine 4
Created levels and gameplay for singleplayer, multiplayer, and co-op first-person shooters.
Developed levels, puzzles, and interactive and environmental assets for Duke Nukem Forever.