H. Scott Maclean |
Objective |
To create compelling, dynamic, and fun gameplay
experiences with a team of dedicated game professionals who understand that
'good enough' is not good enough. |
Experience |
July 2009 - Present:
Volition, Inc.
Senior Designer
Responsible for designing and constructing levels for a currently
unannounced project. More to come... |
January 2007 - May 2009:
3D Realms
Level Designer - Duke Nukem Forever
Responsible for designing and constructing highly-detailed levels for one
of the most anticipated first person shooters of all time.
Responsible for gameplay development and implementation, scripting,
lighting, and geometry construction of levels. Work closely with art
and programming departments to ensure consistent visual and gameplay
quality levels throughout. |
April 2005 - January 2007:
Ritual Entertainment
Lead Level Designer - Unannounced Project
Responsible for managing a group of five level designers through all
phases of game development. Duties include facilitator of Design
Core team, guiding team cabal through both single player and multiplayer
design development, overall operation/mission
gameplay breakdown and descriptions, design document development and
review, design schedule
development and implementation, coordination of asset development and
implementation with art and programming departments, and construction of
highly detailed interior and exterior environments.
Senior Level Designer - SiN Episodes: Emergence
Responsible for designing and constructing highly-detailed levels for one
of the first truly episodic games using the Source engine.
Responsible for gameplay development and implementation, scripting,
lighting, and primary geometry construction of levels. Work closely
with art and programming departments to ensure consistent visual and
gameplay quality levels throughout. |
Sept. 2002 - Feb. 2005:
2015, Inc.
Lead Designer - Unannounced Project
Responsible for managing a group of five level designers through all
phases of game development. Duties included creation and development
of complete single player storyline arc, overall operation/mission
gameplay breakdown and descriptions, design document development and
review, gameplay design collaboration with the project producer, schedule
development and implementation, coordination of asset development and
implementation with art and programming departments, and construction of
highly detailed interior and exterior environments.
Lead Designer - Men of Valor PC
Responsible for managing a group of seven level designers in
porting the Xbox version of Men of Valor to the PC. Duties included
rebalancing the controls and weapons for PC play, designing new
multiplayer features, enhancing the overall look of the levels in the game
by including greater detail, new effects, etc., as well as directing the
inclusion of two additional single player levels and six additional
multiplayer levels.
Level Designer - Men of Valor
Responsible for designing and constructing realistic and historically
accurate, highly detailed interior and exterior environments using both UnrealEd and 3d Studio Max. Worked closely with other team members to
ensure a consistent and cohesive look and feel as well as maintain the
highest level of quality across all art assets. |
Feb. 2001–Sept. 2002: Naval Postgraduate School
Monterey, CA
Level Designer / 3d Modeler -
America's Army:
Operations
Responsible for designing and constructing realistic, highly detailed
interior and exterior environments using both UnrealEd for the next
generation Unreal engine and 3d Studio Max. Worked closely with other team
members to ensure a consistent and cohesive look and feel as well as
maintain the highest level of quality across all art and level assets. |
1998–2001: Enertech Corporation
Lima, Ohio
Vice President of Operations
Responsible for the entire field operations for an energy engineering /
electrical contracting / telecommunications company, as well as assisting
the company president with strategic planning and development. Duties
included project estimating, scheduling, implementation, and
supervising a staff of nine. |
1994-1998: Arbor Health
Care Company Lima, Ohio
Architectural Designer
Responsible for all phases of the development of construction document
sets for subacute care, nursing, and assisted living facility
construction. Also served as CAD manager for the architectural design
group. |
Credits |
2006 - Sin Episodes: Emergence - Senior Level
Designer 2004 - Men of Valor - Lead
Designer (PC), Level Designer (Xbox)
2002 - America's Army: Operations (Level
Designer, 3d Modeler) |
Education |
2000:
Tiffin University,
Lima, Ohio
• Pursued a Masters degree in Business Administration.
• Finished one of two years of the program with a 4.0 GPA |
1990-1994:
Bowling Green State
University, Bowling Green, Ohio
• Bachelors of Science degree in Architectural Design |
Other
Information |
My LinkedIn profile.
Xbox development experience (shipped title, Men of Valor - Fall 2004).
Thoroughly familiar with the UnrealEd, Q3Radiant, Doom Radiant, and Hammer level
editors.
Thoroughly familiar with both low and
high poly modeling with 3dsMax.
Member of the
Rocket Arena 3 mod team, author
of ra3map4.
Also authored maps for the Rocket Arena 2
mod, including ra2map18.
Co-webmaster of
Multi-Arena
Headquarters (no longer updated).
Expert knowledge of AutoCAD and
Architectural Desktop.
Hardcore gamer with heavy interest in
FPS, action-adventure, and platformer games.
Amateur chef with a serious passion for Italian and grilled food. |