Resumé

(PDF) Kate Pitstick- Resumé

Level Design Experience:

Motiga: Senior Level Designer, 2015

  • Gigantic (third person action MOBA)
    • Maps: Tutorial; inherited control on all existing released and WIP maps
    • Responsibilities:
      • Tutorial development- Plan & Kismet script a basic tutorial to introduce game mechanics; manage flow and events, write VO script and UI alerts/help text, assist with the development of the new player experience and progression
      • Address bugs, balance issues, and flow on existing maps; improve layout and collision
      • Level pre-planning, design, basic set dressing, blocking-volume collision placement, basic lighting, basic post process, Kismet scripting
      • Set standards for environment assets with regards to jump-height ledges, camera ceilings, super jumps, and more; updated and maintained documentation on levels, best-practices documents, work-flow, and more
      • Interacted with the community via forums and voice chat to gather feedback on map changes and iterations

HiRez Studios: Level Designer, 2010-2015

  • SMITE (third person action MOBA)
    • Maps: Assault, Basic Tutorial, Jungle Practice, Siege
    • Responsibilities:
      • Tutorial development- Plan & Kismet script a basic tutorial to introduce game mechanics; manage flow and events, write VO script and UI alerts/help text, assist with the development of the new player experience and progression
      • Level pre-planning, design, set dressing, blocking-volume collision placement, basic lighting, basic post process, Kismet scripting
      • Work closely with programming team to adjust monster respawn times, player respawn times, gold acquisition, and other details to develop the Assault and Siege game modes
      • Address bugs and balance issues on all maps, improve set dressing and lighting as art style progressed and changed
      • Develop spectator-friendly views of all multiplayer maps
  • Tribes: Ascend (First Person Shooter)
    • Maps: Air Arena (ported legacy map), Lava Arena, Hinterlands, Walled-In (ported legacy map), Fraytown, Lockdown, Whiteout, Nightabatic, Inferno, Miasma, Outskirts, Canyon Crusade Revival (adapted legacy map), Terminus
    • Responsibilities:
      • Level design and layout, playspace blocking, basic lighting, basic post process, set dressing, placement of inventory stations/ spawns/ base assets, Kismet scripting
      • Work with the Environment Art team to make adjustments, theme decisions, and performance optimization
      • Make viable ports of classic Tribes arena and CTF maps, and adapt them to fit Ascend’s mechanics and physics
      • Interact with the community for map feed back
      • Manage bug fixes for maps
  • Global Agenda (Third Person Shooter MMO)
    • PvP Maps: Toxicity, Haulin’ Acid (inherited), Magmarock
      PvE Maps: Bolonov’s Entourage, Recursive Communications, Terminus Waterstation, 28 Nights Later, Canyon Encampment
    • Responsibilities:
      • Design and developed single & multiplayer level layouts, play space blocking, basic lighting, basic post process, set dressing, Kismet scripting
      • Revise and improve layout designs on previously shipped PvP & PvE maps, including Trafalgar, Osprey Arena, the intro tutorial missions, and more
      • Wrote NPC dialogue for Global Agenda: Recursive Colony open-world expansion, developed instanced PvE levels to support story and quest elements of the game, and helped to create and script Open Zone events for PvE players
      • Work with Community Managers to help host in-game events

 

Skills:

Level planning, flow, and prototyping
Kismet scripting for cinematic and events
QA and manage bug fixes for maps
Work independently to meet deadlines
Map set dressing & lighting
Community interaction
Quickly & proficiently iterate on design
Writing and Organization skills

 

Software Proficiencies: 

Unreal Engine (UE3/UDK), Unreal Kismet & Matinee editors, Photoshop, Perforce, GoogleDocs, Jira, Confluence, Trello

Familiar with:
Unreal Engine 4, Visual Studio Express 2013, World Machine, Skyrim Creation Kit, Dunia Engine

Education:
BFA, Interactive Design & Game Development
Architectural History (minor)
The Savannah College of Art & Design

Magna cum Laude, Department’s Outstanding Academic Achievement Award