Rob Storm
Rob Storm

rstorm000@gmail.com
(315) 396-4693

1017 W. Altgeld St. Apt. G
Chicago, IL 60614

Software and Skills

  • 3ds Max- organic character modeling and animation, extensive hard surface modelling including weapons, props, vehicles, furniture design, interior design, and architecture with an emphasis on proper scale and atmospheric design.
  • Unreal- 6 years experience in all aspects of design and creation, including multiplayer levels and architectural design in Unreal Ed incorporating my own static meshes, animated meshes, textures and layouts and extensive gameplay scripting in Unreal Script and Kismet.
  • Visual Studio- Unreal Scipt, C++, C#, Java, ASP.net, Visual Basic
  • Adobe Photoshop- texture creation for character models, environment models, weapons and web design
  • Microsoft Visio- modern architecture and interior design planning, brainstorming and project management.
  • Zbrush- organic character modelling and environment design.

Education

  • Bachelor’s in Computer Video Game Development at DePaul University, Chicago, Illinois
  • 3.7 GPA
  • Team leader and lead designer on 7 major game development projects
  • Projects created used as examples for incoming students
  • Member of National Society of Collegiate Scholars
  • Member of Golden Key International Honour Society

Current Projects

Project Stormos Reborn- Intense Aerial Platforming is back for the PC and Xbox360

Team Leader and Lead Game Designer

  • Leading a team of 6 dedicated game developers
  • Designing and implementing core gameplay mechanics
Systems Programmed [C#, XNA, Microsoft Visual Studio]
  • Player movement, gameplay, animation
  • Environment object classes
  • Special effects, “trails”, and particle effects classes
  • Dynamic camera
3d Modeled [3ds Max]
  • Main character and all animations
  • All environment objects
Level Design
  • Using in-game level designer, built specifically for Project Stormos Reborn

Past Work + Projects

Intruder- Competitive-Cinematic-Tactical-Stealth-FPS, an Unreal Tournament 3 Mod

Team Leader and Lead Game Designer

  • Led a team of 7 over 10 week production period- design-to-completion.
  • Organized team meetings and Scrum schedules
  • Designed and implemented core gameplay mechanics
  • Oversaw multiplayer level design and progress
  • Full conversion mod using the Unreal Engine 3
Systems Programmed [Unreal Script, Microsoft Visual Studio]
  • The “Balance System” and player movement/gameplay/control additions
  • Position/movement dependent accuracy and recoil
  • Reloading weapons
  • Aiming down gun sights
  • Realistic bullet dynamics, multiple ammo types
  • New objective based game mode
  • Multiplayer network integration
3d Modeled [3ds Max, Photoshop]
  • 2 weapon models
  • 2 player characters- modeled, rigged, textured
  • 48 static meshes


Goliath-
2.5D Mecha-vs-Man Acrobatic Action

Team Leader and Lead Game Designer
  • Led a team of 6 over 20 week production period- design-to-completion.
  • Organized team meetings and Scrum schedules as well as publisher relations
  • Designed and implemented core gameplay concepts
  • Created on the OpenGL based QE (product of Joe Linhoff, JoeCo.com)
Systems Programmed [C++, Microsoft Visual Studio]
  • Player control/movement/ and 2.5d gameplay
  • Goliath-player Momentum System
  • Grappling hook-swing physics
  • Dynamic camera
3d Modeled [3ds Max, Photoshop]
  • Goliath armor
  • Terrain and sky
Music [Fl Studio 8, Gibson Guitars]
  • Composed and recorded all music


Project Stormos- High-Tension Aerial Platformer

Team Leader and Lead Game Designer
  • Led team of 3 over 5 week production Period- design-to-completion
  • Designed and implemented core gameplay
  • Created with Game Maker 7.0
Systems Programmed
  • All player movement/gameplay/animation
  • ~45 unique game objects
  • In-game cinemas
  • Replay system
2d Sprites and Animation [3ds Max, Photoshop]
  • Main character and animation
  • All in-game visuals
All level design using Game Maker
  • Current version features 18 levels plus tutorial levels
  • Oversaw teammate level design