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  • Professional Work
    • Wolfenstein 2: The Freedom Chronicles
    • Fallout 76: Nuclear Winter
    • Team Fortress 2: PASS Time
    • Herobound: Gladiators
  • Individual Work
    • aim_temple
    • Portals Through Time
    • COG Crisis
  • Team Games
    • Hymn of the Sands
    • RoboBall
  • Resume
  • About Me
Austin T. House Level Designer
Contact Me:

Resume


Download Resume:
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phone: 972.795.2120

email: house.austin08@gmail.com

linkedIn: 
Austin House 

discord: Setin#8511

Key Skills

DESIGN

  • World Building
  • Level Design
  • ​System Design
  • ​Combat Design
  • Game Design
  • Rapid Prototyping

ENGINES

  • UE4
  • Source
  • Unity
  • Creation Kit
  • idTech

Software

  • Photoshop
  • 3DS Max
  • ​Blender
  • MS Suite
  • Confluence
  • Jira
  • Perforce

SCRIPTING

  • C#
  • Blueprint​​

Work Experience

Senior Designer, Bethesda Game Studios (Aug 2018 - Present)

Starfield

Unannounced Project

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Fallout 76 - Nuclear Winter
Action RPG, Battle Royale, Multiplayer
  • Worked as a designer on multiple unique systems involving many different disciplines.
  • Worked as the primary designer on weapon feel and balance.
  • Worked on a small team prototyping out a new game.
  • Prototyped, designed, and documented new features and mechanics.
  • Built the main level and other test levels for incoming features.
  • Developed and produced the Morgantown map for Nuclear Winter.
  • Co-developed the mode under the Lead Designer.
  • Designed and wrote documentation on new features and abilities.
  • Co-balanced the weapons and the loot distribution.

Level Designer, Escalation Studios (Oct 2014 - Aug 2018)

Wolfenstein 2: The New Colossus DLC - The Freedom Chronicles
Action FPS
  • In charge of two levels, from idea to creation and implementation, focusing on differing character abilities and combat styles.
  • Co-designed and implemented the challenge missions
Team Fortress 2 - PassTime
Multiplayer FPS
  • In charge of the full creation of all three levels.
  • Co-developed the mode alongside a small team.
Doom 2016 - Snapmaps
Single player, Multiplayer FPS
  • Developed two official multi-level adventures (The Core + Elite Series) using the in-game tool Snapmaps for upcoming free DLCs.

Individual Work

Personal Project
  • ​This map was a personal improvement project for learning more about custom game modes and creating a balanced - but not fully "mirrored" map. 
  • Battle it out in an Aztec courtyard in this fast-paced 2v2 aim map for CS:GO!
"aim_temple"
Made in 24 hours
Counter Strike: Global Offensive
Directed Focus Study using the Portal 2 engine
  • Created three single player levels in Portal 2 based around the new mechanic of time travel.
  • Use time travel to go between the present (decayed, broken, and full of foliage) and the past (clean and fully functional).
  • Solve puzzles by going back and forth through time!
"Portals Through Time"
February 2014 to April 2014 (12 Weeks)
Portal 2 Single Player

Education

  • Professional Certificate in Digital Game Development
  • Southern Methodist University: Guildhall, Plano, TX
  • Student Nominated Honors for Portals Through Time
  • Bachelors in Arts and Technology
  • University of Texas at Dallas, Richardson, TX
  • Phi Theta Kappa Academic Honors Society
  • Collin College, Plano, TX

2012 to 2014

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2010 to 2012

​2008 to 2010
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