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mdirenzold@gmail.com
Mike DiRenzo - Level Design Portfolio
  • Professional Games
    • Magic: Legends
    • Neverwinter >
      • Undermountain
      • Heart of Fire
      • Ravenloft
      • Lost City of Omu
    • Halo Wars 2
    • Rise of the Tomb Raider
    • Lara Croft and the Temple of Osiris
    • WildStar
  • Personal Levels
    • Berserk - Gears of War
    • Vortigauntlet - Half-Life 2: Ep. 2
    • Titan VR - Unreal Tournament III
    • Blastrobots - Team Game in UDK
    • Underfoot - Unreal Tournament III
  • Resume
  • Bio

RESUME

Download Resume PDF
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professional GAME EXPERIENCE

Unannounced
Cryptic Studios
Senior Technical Game Designer​
  • Unreal 4/5 Development
August 2021 - Present
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Magic: Legends
Cryptic Studios
Senior Technical Game Designer​
  • Ownership of all overworld content implementation standards and pipelines - templates, documentation, classes, tutorials
  • Defined standards for Minor, Major, and Special Skirmishes - emergent gameplay objectives
  • Designed new randomized rotating skirmish system - documentation, visual dev UX mockups
  • Design and implementation ownership of Benalia, Shiv, and Tazeem overworld content
  • Expanded object prefab functionality with core engineering team - UX mockup, documentation, intake
  • Designed and implemented the Planar Mana Wisp, a global rare enemy that distributes valuable Planar Mana
  • Designed and implemented Rift hunting system - prototyped proximate detection, worked with UI team
  • Designed and implemented all overworld Mana Tower Control Battles - player control unlocks rift detection
  • Designed and implemented Shattered Reliquary dungeon system, built a library of reusable room and corridor prefabs
  • Designed Deeds system - small storytelling encounters
September 2018 - August 2021
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Neverwinter
Cryptic Studios
Staff Content Designer
Module 16: Undermountain
  • Design and implementation of new Challenge Campaigns feature
  • Ownership of item level scaling implementation across the entire game

Module 15: The Heart of Fire
  • Pitched, designed, implemented, and acted as vision holder for Manycoins Bank Heist 5-player Skirmish​
    • layout, encounters, scripting, cutscenes, writing, achievements
    • Pitched and designed new contextual repurposing of the interact button for special abilities
  • Designed and implemented Renaer's Salvation story quest

Content Designer
Module 14: Ravenloft
  • Pitched, designed, implemented, and acted as vision holder for Castle Ravenloft, a 45 minute epic 5-player dungeon
    • layout, encounters, scripting, cutscenes, writing, achievements
    • worked closely with environment artists, systems designers, animators, and FX artists to realize a vision that both suited Neverwinter's gameplay needs as well as the thematic narrative needs for this iconic DnD setting
  • Designed, and implemented the Castle Ravenloft story quest
  • Supported the content team with troubleshooting, debugging, and bug fixes on some of our more technical content like Barovia adventure zone Heroic Encounters

Module 13: The Lost City of Omu
  • Designed and implemented The Tyrant Heroic Encounter public zone event
  • Implemented the Hunt feature
  • Designed and implemented all 6 repeatable adventure patrol quests

​Module 12: Tomb of Annihilation
  • Assisted with the design and implementation of repeatable adventure patrol quests
  • Assisted with Soshenstar River zone content
April 2017 - September 2018
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​Halo Wars 2
Creative Assembly
Level Designer
  • Ownership of layout, and initial design of Campaign Mission 05 - The Cartographer
  • Ownership of  Mission 05 mechanic - Sentinel Swarm - behavior also used for Anders multiplayer Leader Power, Ark Defense
  • Maintained and balanced multiplayer Skirmish map, Bedrock​
October 2015 - July 2016
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Creative Assembly
Rise of the Tomb Raider
Crystal Dynamics
Associate Technical Level Designer
  • Ownership of weapon upgrade system scripting on Secondary Systems/UI team
  • Designed and built hub traversal puzzles for the Hub team
  • Ownership of objective scripting in Baba Yaga: Temple of the Witch DLC on the Live team
  • Created and scripted modular objects for puzzles, traversal, and item collection
July 2014 - September 2015
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Lara Croft and the Temple of Osiris
Crystal Dynamics
Associate Level Designer (Contract)
  • Designed Layout, puzzles, and scripting in “Tomb of the Ferryman”
  • Designed Layout, puzzles, and scripting in 5 rooms for "Icy Death" DLC
  • Designed and implemented Challenges majority of tombs
  • Major polish contribution to all tombs
  • Protoyped small rooms daily
January 2014 - July 2014
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WildStar
Carbine Studios
Associate Content Designer (Contract)
  • Designed and implemented quests for Star-Comm Basin Post-Cap Public Event
  • Designed and implemented objectives for Malgrave: Critical Containment Post-Cap Public Event
  • Ownership of Dominion Arkship Destiny tutorial staging/vignettes
  • Created new scripts, spells, and AI behavior for unique experiences
  • Zone Polish – Northern Wilds, Algoroc, Auroria, Post-Cap Playspaces
May 2013 - January 2014
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EDUCATION

Southern Methodist University (SMU), Plano, TX
        The Guildhall – Master of Interactive Technology – Level Design
        Thesis: Effectiveness of Key Object Visibility on Player Success and Deliberation in a Puzzle Scenario
August 2011 – May 2013
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Edinboro University of Pennsylvania (EUP), Edinboro, PA
        Bachelor of Fine Arts, Applied Media Arts
            Major: Cinema – Computer Animation Concentration
            Minor: Art History
August 2007 – May 2011
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Professional Games
Magic: Legends
Neverwinter
Halo Wars 2
Rise of the Tomb Raider
Lara Croft and the Temple of Osiris
WildStar
Resume
Bio

US: 610 416 4976
mdirenzoLD@gmail.com
Personal Levels
Berserk - Gears of War
Vortigauntlet - Half-Life 2: Episode 2
Titan VR - Unreal Tournament III
Blastrobots - UDK Team Game
Underfoot - Unreal Tournament III
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