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Zachary Francks

Game Experience
June 2008 to Present
Unannounced Title, 5TH Cell, Nintendo DS
Designer
  • Created in-game cut scenes using in-house tools
  • Created collisions, logic, entities, and scripting for maps
  • Laid out game progression flow and logic using flow charts and spreadsheets
  • Wrote primary game design documentation for game systems, enemies, and abilities
  • Created designs for in-house designer tools and in-game debugger
  • Communicated between designers and engineering
November 2007 to June 2008
Lock's Quest, 5TH Cell, Nintendo DS
Designer
  • Designed 16 single-player campaign maps
  • Created several dozen in-game cut scenes using in-house scripting language
  • Built and decorated over 20 combat and non-combat maps
  • Laid out battle progression and character ability growth based on map designs
  • Assisted with gameplay testing, balancing, and debugging
January to March 2007
Red Faction: Guerilla, Volition, Inc.
Level Design (Internship)
  • Designed and created two multiplayer levels
  • Designed, created, and exported two gameplay-rich landmark structures
  • Used proprietary level design engine
  • Created 3+ architectural models in 3d Studio Max 9
August 2006 to Present
Flight of Twilight, Mystery Parfait, Visual novel for PC using KiriKiri
Creative Director/Scenario Writer
  • Created original concept and game design document
  • Wrote and scripted hundreds of pages of dialog
  • Co-managed team of 3-5
  • Communicated with artists to achieve a cohesive artistic vision
  • Created team and project websites
  • Translated technical documentation from Japanese to English
  • Modified open-source software to enhance its features
  • Successfully balanced hobby activities with being a full-time student and employee
April to September 2007
Son of Ithaca, Guildhall, Team project for Half-life 2
Lead Game Designer
  • Worked in team of thirteen — five level designers, four programmers, four artists
  • Created game concept and gameplay mechanics
  • Acted as primary author of concept document, game design document, and game pitch
  • Established game vision, visual style, and theme
  • Wrote in-game narrative script and cinematics
  • Recorded and added sound effects and voice acting
  • Created environmental static meshes and textures
April to September 2007
Doppelganger, Guildhall, Project in Lieu of Thesis
Designer and Author
  • Worked independently with board of advisors
  • Created self-contained single-player experience in Half-life 2
  • Constructed level BSP, texturing, lighting and optimization
  • Added entities, scripting, and in-game cinematics
  • Wrote original story with nonlinear plot
July to September 2006
Steam Warfare, Guildhall, Team project for Unreal Tournament 2004
Level Designer
  • Worked in a team of nine — four level designers, three programmers, two artists
  • Created one major level for the mod using BSP, terrain, and custom meshes
  • Created 15+ custom textures and static meshes
  • Acted as primary author of game design document
  • Participated in game pitch and green-light process
June 2006
Hotep Hoedown, Guildhall, Team prototype for Unreal Tournament 2004
Level Designer
  • Worked in a team of nine — four level designers, three programmers, two artists
  • Created one major level for the mod using BSP, terrain, and custom meshes
  • Created 15+ custom textures and static meshes
  • Acted as primary author of game design document
  • Participated in game pitch and green-light process
January to March 2006
Phantom Possession, Guildhall, Team project in SGDK
Level Designer
  • Paired with one artist
  • Created ¾ top-down layered, parallaxing game maps
  • Created 2d tilesets and sprites
  • Acted as primary author of all documentation
  • Wrote the in-game dialog script
  • Wrote extensive scripting in Visual Basic
Education
September 2007
The Guildhall at SMU, Plano, Texas
Master of Interactive Technology in Digital Game Development
with a specialization in Level Design
December 2005
University of Oklahoma, Norman, Oklahoma
Bachelor of Science in Computer Science
Development Skills
Game Development Skills and Knowledge
  • BSP and Terrain use
  • Texture creation and use
  • Lighting
  • Sound effect placement
  • Particle effect systems
  • In-game scripting
  • AI placement and scripting
  • Map optimization techniques
  • 3d modeling
  • Unwrapping and texturing
  • Gameplay flow analysis
  • Perspective and 2d map drawing
  • In-game cinematic creation
  • Script writing
  • Game design, concept, and level design documentation
  • Asset list and development planning
Program and Engine Experience
  • Game Engines: Half-life 2, Quake 4, Unreal 2004, Neverwinter Nights
  • Scrolling Game Development Kit
  • Proprietary Tools (Volition, Inc)
  • 3d Studio Max 9
  • Adobe Photoshop CS2, Paint Shop Pro 10, Adobe Audition, Adobe Premier
  • Microsoft Office 2003: Word, Excel, PowerPoint
  • Other engines: BUILD Engine, RPG Maker 2000
  • Content development for D20 systems games (class/campaign design, free projects)
Other Skills and Experience
  • Experienced in team projects and organization
  • Practiced in time management and scheduling
  • Completed related coursework
    • Game Studies
    • Team Game Production
    • Gaming as a Social Practice
    • Real Time Cinematics
    • Managing Creativity
    • Data Structures
    • Graphical User Interfaces
    • Software Engineering I/II
    • Technical Writing
    • Creative Writing
  • Experienced in programming and theory
  • Studied Japanese language for seven years
  • Studied abroad in Kyoto, Japan for one year
Related Work
1995 to Present
Freelance Web Design
Web designer and server administrator
  • Flight of Twilight project website, http://www.flightoftwilight.com/
  • AMPBoard message board systems, http://www.ampboard.com/
  • Salamando’s Stove, http://www.salamando.net/
  • Designed and constructed web pages
  • Created layouts and user interfaces
  • Designed MySQL databases and PHP active web page scripts
  • Maintained Apache web server
February to May 2005
Dr. Rex Page; University of Oklahoma, Norman, Oklahoma
Research Assistant
  • Proved correctness properties of AVL-trees
  • Utilized software engineering and logical analysis
  • Developed automatic software theorem-proofs using ACL2
Copyright 2007 Zach Francks and the Guildhall at SMU. All rights reserved.