1. Marshall Carpenter
Level Designer
954-552-3125
marshallcarp@hotmail.com
SKILLS
Unreal Engine 4
Unity
Autodesk Maya
Perforce
Adobe Photoshop
Vegas Pro
GAMES
KEEPERS OF THE TREES – 6 MONTH COLLABORATIVE PUZZLE PLATFORMER GAME
• Designing for two player cooperative gameplay, interfacing closely with art and
programming to ensure camera angles show off their work while balancing gameplay
• Created puzzles out of available mechanics that take advantage of multiple layers of
complexity, creating an experience that is both unique and takes advantage of
cooperative elements
• Prototyped simple platforming mechanics in preproduction phase with Blueprints,
freeing up programmers and technical designers to work on more intricate mechanics
and allowing the design team to quickly determine what worked and what didn’t
PERSONAL PROJECTS
WOODED MANSION – THIRD PERSON SHOOTER LEVEL MADE IN 4 MONTHS
• Successfully rescoped and performed a layout overhaul before the production phase
based on my own judgement, creating a more cohesive environment that more
closely resembled my visual target
• Performed a series of extensive lighting passes to sell the environment while
maintaining performance efficiency standards
• Kitbashed several assets in creative ways to maximize their potential, and in one case
created my own asset in Maya to better fit the visual style of the level
• Fully set-dressed area based on visual reference and underlying narrative to create a
more immersive environment with elements of visual storytelling
SAKAMURA – FPS LEVEL MADE IN 4 MONTHS
• Implemented basic mechanics found in Far Cry games using Blueprints, to better
achieve the feel and flow for gameplay/combat found in those titles
• Performed multiple combat passes and placed enemies and patrol routes in such a
way as to accommodate multiple playstyles
• Landscaped entire level from scratch based on layout, visual reference, and game feel
to create an environment that made sense but also flowed well enough for gameplay
THE FACILITY – FPS LEVEL MADE IN 2 WEEKS
• Focused on creating a linear, polished, story-driven experience aided by conveyance
techniques like lighting, voice acting, and scripted sequences
• Developed a jetpack movement system using Blueprints and designed around its
functionality, in addition to a customizable AI and explosion spawning systems
• Established a personal audio pipeline from download, to editing, to implementation
in-game
EDUCATION
University of Florida
B.A. + B. S. (Anthropology +
Marketing)
2013-2018
UCF Florida Interactive
Entertainment Academy
M.S. (Interactive
Entertainment)
2020