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Chad A. Bordwell
Madison, WI
Cell: 608-438-8295
Work: 608-830-6109
Email: chad@black-13.com

Education

- American Animation Institute 1994-95 North Hollywood, CA. Various Classes
- Hawkeye Institute of Technology May 1993, Waterloo, IA Associate of Applied Arts, Commercial Art with Honors
- Belle Plaine Community High School May 1987, Belle Plaine, IA Emphasis on Art

Skills

- Basic C Scripting using UltraEdit
- Radiant Level Editor for Quake2, Quake3, and Doom3 Engines
- Lightwave7 3-D Modeling Program
- Photoshop
- Dreamweaver HTML Editor
- Talented Artist when using traditional tools as well

Work History

  • Raven Software 8496 Greenway Blvd. Middleton, WI. 53562-3538 (Nov. 2001 - present)
- Senior Scripter on Wolfenstein Sequel
In charge of the game play and scripting all events of six levels which includes AI, mover scripting, event creation.
Delivering by the desired date.
The "go to" person for scripting problem solving and suggestions

- Level Designer, 3-D Modeler, and Scripter on Quake 4.
To be brief, I roughed out the level designs and game flow.
Then using Lightwave 7 created various world models.
Once the levels were designed I scripted the gameplay and the AI, as well as events to happen.

- Level Designer on Jedi Knight II: Jedi Outcast
Worked on finalizing many of the multiplayer levels.
  • Activision 3100 Ocean Park Blvd. Santa Monica, CA. (July 1997-2001)
    During my 5 years at Activision I worked my way through many positions. I've listed them below in reverse order.
- Level Designer and Scripter on Return to Castle Wolfenstein
I worked at Gray Matter Studios on loan from Activision. There I worked on level design polish which included making the levels more "AI friendly" along with making the levels appear to connect logically and adding changes. I also wrote the scripts for many levels of the game. This included scripting the level events, AI movements and behaivior, as well as sounds and level balance. The scripting was a typed out script in basic C.

- Designer on Civilization: Call to Power & Call to Power 2
Focused on game balance and overall game design.

- Production Tester
Worked with the design teams at their studios to lock down game flow and game balance as well as design suggestion to help them get to beta and gold production goals. Spent many weeks working with industry leaders such as id Software and Raven Software. Production tester on the following titles: Quake III Arena, Hexen II Mission Pack: Portal of Praevus, Soldier of Fortune, Tony Hawk Pro Skater (N64), & Dark Reign II.

- Quality Assurance Lead on Drakan & Sin
Led a team of seven testers to ensure daily tasks were being completed and daily paperwork and code release tasks. Also tested the game. "As a side note: although Sin is usually considered to be a Quality Assurance caused disaster I assure you all the shipped bugs were well known by the development team prior to release."

- Quality Assurance Tester
Grunt tester to ensure minimal design and program bugs. Worked on the following titles: Dark Reign, Quake II, Quake II Mission Pack: Ground Zero, Heretic II, Quake III Arena, Quake II (Mac), Tenchu (Playstation), Tony Hawk Pro Skater (Playstation), Toy Story 2 (Playstation), & others.

- Technical Support
Answered game related questions from Activision customers through phone and email support.
 

 

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