Duncan Brown
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EMPLOYMENT Kondylis Design –New York, New York. August 2004 to Present. Production Manager – Company Staffing, Scheduling and Budgeting.
Project Management and Construction Administration related to various private residences, apartment buildings, offices and building lobbies, including; 406 East 79th Street, 112 Central Park South, 1330 First Avenue, 310 West 52nd Street, 45 Park Avenue, and 333 Rector Place
StarCraft: Ghost -
Level Designer. April 2002 to June 2002 Nihilistic
Software Inc., Novato, California. Star Wars: Obi-Wan,
X-Box - Level Designer. April 2001 to November 2001 LucasArts
Entertainment Company, San Rafael, California. Levels: Into the Jin'ha Swamp, The
Mines of Obreedan and Escape. Tools: 3D Studio Max, proprietary
plug-ins and scripting.
LucasArts Entertainment Company - San Rafael, California. March 1996 to March 2001 Star Wars Episode 1: Battle
for Naboo, N64 - Lead Level Designer. 2000 Levels: Escape from Theed and
Tundra. Tools: Proprietary editor and
scripting. R&D in Maya. Star Wars Episode 1: Racer,
N64 - Senior Level Designer. 1999 Levels: Aquilaris, Malastare and
Mon Gazza. Tools: 3D Studio Max Mysteries of the Sith,
PC - Level Designer. 1998 Level: The Orbiting Shipyards. Tools: Proprietary editor and
scripting. Dark Forces II - Jedi Knight,
PC - Level Designer. 1997 Levels: Return Home to Sulon and
the first three Cargo Ship levels. Tools: Proprietary editor and
scripting.
Kohn Pedersen Fox Associates - New York, New York. November 1986 to February 1996
I.R.S. Pedestrian Overpass, Washington DC - Project Architect. 1995. Computer renderings, consultant coordination, and project management. Foley Square U.S. Courthouse, New York City - Job Captain. 1991-1994. CAD document production, consultant coordination, and construction site representation. Ameritrust Center, Cleveland, Ohio - Job Captain. 1990-1991. Design detail public spaces, CAD document production, and consultant coordination. Shearson Lehman Plaza, New York City – Architect. 1986-1990. Design development, construction documentation, shop drawing review and site representation.
ACADEMIC Level Design Workshop at INIS for Ubisoft, Montreal, Canada, January 2004. Video Game Design at the School of Visual Arts, New York, New York, Fall 2003 to Summer 2004.
Video Game Design at NYU’s Center for Advanced Digital Applications, New York, New York, Fall 2002 to Spring 2004.
Art/Architecture Workshop at the Santa Fe Art Institute,
Santa Fe, NM, July 2001
“Working in the Game Industry” PepsiCo, Purchase, New York, March 2004. “Level Design – A Pattern Language” Columbia University, New York, New York, March 2004.
"Manhattan as Muse: New York City as a
Conceptual Tool"
“Randonnee”
SONAR 2005, Barcelona, June 2005. “Arquitectura Artificial” SONAR 2004, Barcelona, June 2004. Installation in collaboration with Dennis Dollens, Santa
Fe Art Institute. "DuneRay" Sites Online BBS, New
York City, Summer 1994. COMPUTER 3DSMax, Maya, Microstation, and AutoCad Radiant, UnrealEd and Photoshop.
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