TODD GORANG
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Résumé

Skills
General
Managing risk and scope while making reliable task/time estimations.
Balancing constraints with both proven and imaginative game mechanics.
Clear and effective communication of design through documentation and rapid prototyping.
Level Design
1st/3rd person, combat, action, adventure layouts, 100+ PvP zones,  BSP Construction, Static Mesh layouts. whitebox/greybox, optimization, Low-Poly modeling, texturing, unwrapping, dynamic lighting, concept sketches, level streaming 
Content Design
Quest structure and flow, narrative and dialog writing, New Player Experience, feature branding, consistency in content evolutions, basic systems, puzzles and secrets.
Narrative Design

Story as Gameplay, Character Construction, Branching Narratives, Mission Dialog, Item Text Narrative, Effective Objective Text, Player Driven Narratives
Design Tools
Unreal 5, Source Engine for Half-life 2, Unity, Construction Set (Bethesda), Torque X Builder, UnrealEd 2 (Unreal Tournament 2004), Unreal Construct, Calligraphy, Many Other Proprietary Engines
Scripting
Unreal (Kismet/Matinee/Script/Blueprints),  Lua, TESScript (Oblivion), C#, Hammer, Max Script, XML, JSON, & proprietary script
Dev Tools
Photoshop, Illustrator, 3ds Max 2009 and 2010, SketchUp 7, TortoiseSVN, Perforce, Google Docs/Sheets/Slides, MS Office/Project
Production/OtherRapid Development, SCRUM, IssueManager, MantisBT, Jira/Confluence, CA Technologies, technical/visual documenting, collaborative ownership, mentoring, stakeholder presentation, pipeline management
Education
Saddleback College Online, Irvine, CA - January 2019 - 2020
Early Childhood Education

Guildhall at Southern Methodist University, Plano, TX - December 2009

Certificate in Digital Game Development Specialization in Level Design
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Columbia College Hollywood, Hollywood, CA - June 1996
Film Production Study

Central Michigan University, Mt. Pleasant, MI - December 1993
Broadcast and Cinematic Arts
Game Titles
State of Decay 3
​
(PC/XBox/PS5)
Blind Squirrel Games (contract with Undead Labs)
April 2024 - 2025
Senior Design (Missions and Story)
  • Ideation, documentation, and implementation of State of Decay 3’s Missions in Unreal Engine 5. Beginning late in preproduction and transitioning to full production.
  • Proactively communicated content progress using Slack, Jira, and other collaboration and workflow tracking tools.
  • Collaborated with Narrative to make sure the Missions told a compelling story through gameplay to fit within the SoD Universe.
  • Scripting Missions through proprietary mission graphing tools to script Missions. (spawning, conversations, quest flow, and logic for branching outcomes.)
  • Able to communicate during playtest sessions and presenting what elements are significant to the State of Decay brand as a designer and fan of the IP. 
  • Got to play with some secret new gameplay stuff I can’t really talk about yet!

New World: Aeternum
(PC/XBox/PS5)
Blind Squirrel Games (contract with Amazon Games)
Aug 2020 - 2022
Senior Design (Creatures Team)
  • Creature Design and implementation for Season 4 Soul Trial Final Boss - Mordred - Gameplay concept, Design Pitch, Design Doc, spell components, combat structure, AI Scripting, coordination with narrative, VFX, and Animation for gameplay to bolster his positioning in the story.
  • Creature Design & implementation for Halloween event’s Pumpklin creature and two new creatures including a Raid Boss for unreleased content
  • Creature Design and full implementation for a new, yet to be announced combat creature.
  • Responsible for maintaining living documentation from concept to full Creature Design Document
  • XML scripting for the creature’s AI behavior, as well as related spells and abilities.
  • Building the creature in Amazon’s Lumberyard Engine (based on CryEngine)
  • Working with VFX artists and animators, created animated previsualization references preserving and adapting concepts to final implementation.
Senior Design (Console Team)
  • Documentation for full conversion of Keyboard and Mouse controls to support fully playing New World with a gamepad.
  • As manager, mentored a UX Designer also working on the gamepad conversion.
  • Conceptualized and Designed support for gameplay elements on gamepad.
  • Working directly with engineering, designed the early iterations for Radial Wheel, Target Lock, Gamepad button behaviors, support for activities like Housing, Fishing, Playing Music, and documentation and R&D for more unannounced features.

Marvel Strike Force
​(
Android/iOS)
Boundless Entertainment A Scopely Studio
Aug 2020 - 2022
Senior Design (Missions/Events/Narrative)
  • Choreographing mission combat sequences and enemy compositions for mission content across all game modes
  • ​Wrote character and story narrative for Legendary Marvel character Jubilee’s release, and consulted on narrative design for more.
  • Implemented all of the above using Unity and editing JSON scripts, working 100% remotely from day 1.
  • Continuing to craft and pilot end-game mission content at a rapid pace release schedule in a free-to-play mobile game for a high profile IP.
  • Plotting out future of raid content and strategies as Raids feature owner 

Marvel Heroes (2016 - Omega)
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(XBox One, PS4, PC MMO)
Gazillion Entertainment
July 2016 - Present
Senior Design (Game / Level / Content)
  • Missions Designed and implemented, preparing  Marvel Heroes for console.
  • Partnered with a Gameplay Engineer to translate the  gameplay experience from PC’s mouse/key scheme to console, ensuring it “felt good.”
  • Designed, developed, and implemented an End P.E. to onboard players into End-Game content.
  • Further developed sign-posting that catered to individual player progression trajectories and showcased updated modes of gameplay.
  • Rebranded End-Game Legendary Quests into four categories.
  • Branded open world dynamic encounters as “Alert Missions” to distinguish from critical path gameplay progression objectives.
  • Outlined a consistent experience for “Treasure Room” content to distinguish it from an unexpected/surprising divergent sequence.
  • Developed more dynamic use of cameras  with Unreal Scripting bolstering gameplay camera sequences.
  • Level Designed layout of ‘unannounced’. Initiated using Ureal’s native features for a cinematic experience previously rare to the game.

FireFall 2.0
(PC MMO)
Red 5 Studios
December 2014 - July 2016
Senior Content Design
  • Designed instanced encounters for FireFall’s revamped Core Mission experience.
  • Collaborated in reimagining FireFall’s design and player experience to satisfy  expectations and requirements of our Chinese market.
  • Lua scripting gameplay encounters, spawning NPCs, tracking player progression, stats, triggering any gameplay elements/scenarios.
  • Detailed paper design of combat encounters and 3D level design through to the final polish, as a collaboration with word builders.
  • Outlined, maintained and developed “Best Practices” and Documentation for the content design team.
  • A key consultant for clear messaging of gameplay mechanics in missions created by the content design team.

Wildstar
(PC MMO)
Carbine Studios
February 2013 - October 2014
Content Design
  • Designed and implemented engaging experiences considering single and multiplayer gameplay throughout the game’s world.
  • Scripted unique player experiences using the in-house visual scripting systems.
  • Staged in-game scenes and vignettes and composed screenshot images from them to provide all of the game’s tutorial panels.
  • Expertly flavored the game’s world with NPC vignettes, gossip, and staging to support contextual gameplay narrative.
  • Design support as a member of the “Live Team” addressing high visibly post-launch gameplay issues in regards to player community.
  • As member of the “Shiphand Team”, responsible for creating engaging instanced gameplay scenarios.
  • Wrote narrative vignette dialog, quest and gossip text reflecting the many styles of a variety of NPC races.
  • Ongoing bug triage and fixing related to all of design content post-launch and new content.
  • Member of the “Tutorials Team” creating initial gameplay. Focus on flavoring the game’s world to showcase the character of WIldstar.

Borderlands 2:
Mr. Torgue's Campaign of Carnage

(PC, XBox, PS3)
The Workshop Ent
May 2012 - July 2012
Content Design
  • Enemy AI Variants: Using Gearbox proprietary “Construct” in Unreal Kismet interface, implemented system for variants of Biker enemies
  • Implemented all Motorcycle Variants in “Construct”
  • Boss fight balancing: Consulting Design focused on Boss Fight encounters through DLC

Sorcery
(Playstation Move)
The Workshop
September 2010 – July 2012
Level Design
  • Unreal Level Design and Kismet scripting from Vertical Slice to final management o f development of the demo release
  • Design, layout and Kismet for key areas including the NPE, The final level puzzle filled treasure room, and other pell acquisition areas.
  • Conceptualized, scripted and implemented prefab prototypes of unique “toys” showcasing spell interaction gameplay
  • Prototyped gameplay-critical Matinee sequences and maintained through game’s evolution
  • Scripted majority of friendly AI (“Erline”) sequences supporting game narrative and uniquely triggered events from variants in play style
  • Collaborated with Sony Santa Monica Studio’s audio team scripting gameplay triggered music score events throughout the game

Zhu Zhu Pets: Featuring the Wild Bunch
(Nintendo Wii)
Black Lantern Studios
April - July 2010
Level Design
  • Picked up design following development of the GDD, adapted and maintained Design Documents as the team’s Designer
  • Designed level maps in Adobe Illustrator to communicate the gameplay across thirty-six levels
  • Worked extensively with 3ds Max (as level editor) constructing geometry of gameplay designs for all levels
  • Used Max Script integrating featured gameplay mechanics into each level and manipulated Max Script/tools to assist workflow
  • Collaborated with Art and Software Leads to adapt and integrate design concepts into a playable and fun game experience
  • Adapted design and implementation through each iteration with respect for the Zhu Zhu Pets IP and meeting publisher requirements


Other Projects
Play Soldier
Team Unreal Tournament 3 Total Conversion
August – December 2009
Lead Level Designer
  • Managed process and iteration of Level Design and Layout from preproduction and proof-of-concept through beta to final release
  • Utilized level streaming to allow developers to work simultaneously in a single vast open world game environment
  • Collaborated with Art and Software Leads designing and developing a modular system of destructible world pre-fabs
  • Managed  a team of four Level Designers in SCRUM Development process
  • Maintained Level Design Documentation and managed pipeline between six designers, three software engineers, and seven artists
  • Supplemented BSP construction, texturing, lighting and asset placement throughout all Levels as needed

The Game Master’s Lair
Individual Half-Life 2 Project
June – July 2009
Level Designer
  • Winner at The Guildhall Fall Exhibition ’09 as an Outstanding Achievement in Level Design
  • Focus on creating a fun gameplay experience unique to Half-Life 2
  • Scripted classic game puzzles inspired by “Simon”, “Break-out” and “Let’s Make a Deal”
  • Created and maintained detailed Level Design Documentation
  • Integrated custom voice work to fill out the immersive experience
  • All BSP construction, texturing, lighting and set decoration through milestone iterations

Seventeen in D-Major
Individual Unreal 3 Experiment
February – March 2009
Level Designer
  • Nominated for The Guildhall Fall Exhibition ’09 as an Outstanding Achievement in Level Design
  • Recreated the classic DM17 Quake multiplayer map as a giant broken guitar
  • In 3ds Max and Photoshop, created custom models, textures, sound samples of distorted guitar squeal variations and UV Wraps for models. Including guitar pieces, floating stage lights, and tuning dials that go all the way to eleven
  • Balanced matinee sequences, moving lights and sounds into a truly fun and immersive rock ‘n roll experience

The Leap of Fate
​
Team Torque X Builder Project
September – December 2008
Game Designer / Lead Level Design
  • Managed process and iteration from preproduction and proof-of-concept through beta and final release (team of five)
  • Developed story and characters showcasing the game’s elderly Superhero in a comic-book world
  • Maintained Level and Game Design Documentation
  • Maintained and managed SCRUM Development process for a team of Level Designers, Software, and Artists through each milestone
  • Evaluated extensive playtesting research through each milestone to continuously improve gameplay experience
Professional Profile
Amalgamated career development from entertainment and technical industry experience

  • Early Childhood Educator (Preschool Teacher)
  • Senior Client Support Technician, Team Lead 
  • Certified HP Support Technician, Microsoft Certified Professional (MCP)
  • Lighting Technician for Film and Television
  • Spokesperson for CASIO electronics
  • Child Development and Psychology
  • Building trust as mentor or colleague
  • Adaptability and Flexibility
  • Documentation & Report Analysis

Film and Television

  • Various roles in the production of twelve films as Producer, Director, Editor, Camera, Grip and Lighting
  • Member of the Screen Actors Guild (S.A.G.)
  • Business partnership offering services to shoot and edit portfolio pieces for actor

Personal Accomplishments and Achievements
  • Winner of The Guildhall Fall Exhibition ’09’s Outstanding Achievement in Level Design Award
  • Leading my 47 2-star wolves across the plains of Valheim to solo the final boss.
  • Elected by Guildhall graduating class to speak at commencement reception dinner
  • I cured villagers of the zombie virus in Minecraft survival mode.
  • Eagle Scout
  • So much Balatro
  • Karaoke Daredevil
  • Silver Apocalypse Trophy Phasmaphobia
  • 7 Best of Show Awards in 3 public art exhibits and multiple other ribbons for traditional artwork (charcoal pastels, pencil, and pen and ink)
  • So many rerolls in Remnant from the Ashes and Remnant 2 collecting weapons and items like Pokémon.
  • Sigma Tau Gamma Social Fraternity at Central Michigan University
  • %100 in Batman Arkham Asylum (Xbox, PS3, and Steam, and Switch)
  • Sigma Alpha Iota Honor Student Fraternity member at Central Michigan University
  • So much Vampire Survivors
  • Raising 2 boys (12 and 14) with my partner
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