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Resume ‹ John Zdrojkowski



Design: Single Player, Multiplayer, Lighting, Encounters, BSP, AI Pathing, Prototyping, Terrain, Documentation, Scrum
Editors: UDK, Unity, Creation Kit, Hammer (Source)
Scripting: C#, Papyrus, Lua, UnrealScript, Unreal Kismet, Hammer I/O
Art: 3DS Max, Photoshop, Material Creation (UDK), Shaders (Unity)
Additional: Sketchup, Audacity, HTML/CSS, Perforce

Team Game Experience

Game DesignerHymn of the Sands (Isometric Action RPG)

June – December 2013 (6 months)

  • Worked with artists, programmers and level designers to maintain a cohesive vision for the game
  • Balanced seven abilities, four basic enemy types (scarab, mummy, guardian, and serpent), and health drops
  • Designed and scripted two boss encounters and assisted other designers on three additional bosses
  • Selected for Intel University Games Showcase at GDC 2014

Lead Level DesignerMushees (Capture the Flag FPS)

Jan – May 2013 (5 months)

  • Coordinated level design department of 4
  • Laid out level geometry and gameplay elements
  • Created scripted sequences for spaceship battle which served as powerup delivery

Individual Projects

Profane Awakening – Skyrim – Creation Kit

February – April 2014 (3 months)

  • Created a complete quest line with three distinct rewards catering to three main play styles of Skyrim
  • Constructed two interiors and an exterior with over an hour of gameplay
  • Scripted a mini-boss and a boss encounter
  • Implemented two new puzzles
  • Added three new abilities

Vestige – Gears of War – UDK

May – July 2013 (3 months)

  • Imported assets and constructed materials from UT3 and EVE Online to give a unique, sci-fi look
  • Created a fully-functional spaceship control system in Gears of War
  • Implemented waves of hazards and enemies for the player to overcome

Gordon Madness – Half Life 2 – Hammer SDK

September – October 2013 (2 months)

  • Recreated the classic arcade game Marble Madness in Half Life 2
  • Created three stages, each more devious than the last
  • Implemented a timing system that allowed players to compete for the fastest time

Professional Experience

Cyalume Technologies – Programmer Analyst

November 2005 – August 2012

  • Managed IT Department of 3
  • Implemented new Enterprise Resource Planning (ERP) system
  • Maintained, upgraded, and supported IT systems in a multisite environment
  • Created desktop and web applications to support the IT department and manufacturing environment


Southern Methodist University (SMU), Plano TX August 2012 – May 2014
The Guildhall – Master of Interactive Technology in Digital Game Development – Level Design Concentration

Western New England University, Springfield, MA 2005
Bachelor of Science, Computer Science