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.