Download the resume in Word .doc or Acrobat .pdf format.
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
September 2007
The Guildhall at SMU, Plano, Texas
Master of Interactive Technology in Digital Game Development
with a specialization in Level Design
with a specialization in Level Design
December 2005
University of Oklahoma, Norman, Oklahoma
Bachelor of Science in Computer Science
Game Development Skills and Knowledge
Related Work
- 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
- 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)
- 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
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