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Evan Brooks
Evan Brooks
Level Design - Level Art - Production
Raleigh, United States

Summary

My name is Evan Brooks and I am excited you are taking some time to explore my work and learn a little bit about me!

I have been passionate about playing video games and being immersed in their amazing worlds for as long as I can remember. Some of the earliest memories I have are of playing games with my older brother. Together, we would play classics such as Age of Empires, Command & Conquer, Super Smash Bros, Pokemon, and my personal favorite: Halo.

It was actually Age of Empires, where I first found myself interested in the world of level design. I would spend countless hours after school building intricate battlefields and designing scenarios. This hobby endured and expanded into other games which provided more complex level editors such as Starcraft, Timesplitters, and Unreal Tournament.

With the passage of time, I began to compliment my hands-on exploration with more directed study in level design and level art. These efforts culminated in my personal involvement in several individual and community projects- experiences which allowed me to continuously learn and grow as much as I wanted.

Eventually, I found myself as passionate about making games as I was about playing them. Now, I strive to build worlds as captivating to myself and others as those I experienced years ago!

Skills

Environment DesignEnvironment ModelingLightingLevel Design

Software proficiency

Blender
Blender
Illustrator
Illustrator
Maya
Maya
Modo
Modo
Photoshop
Photoshop
Unreal Engine
Unreal Engine

Experience

  • Level Designer at Funcom
    Durham, United States of America
    October 2019 - Present

    Currently working on Conan Exiles and unannounced project.

    • Design, blockout, and iterate on a large variety of co-operative multi-player levels utilizing Unreal Engine 4 and Blender while working within an agile environment

    • Coordinate with cross functional teams to move levels through a production pipeline inclusive of design, blockout, testing, concept, and environment art

    • Assist environment art team with level set dressing utilizing variety of modular props to ensure game-play critical spaces align with design constraints

    • Author and maintain comprehensive level design documentation to record important metrics, conventions, and game content

  • Associate Level Designer at Funcom
    Durham
    September 2018 - Present

    Worked on an unannounced project.

    • Designed and completed unique levels which were utilized in 3 separate stakeholder demos during project status reviews

    • Designed and documented two unique metric sets for modular asset kits across subsequent project iterations

    • Assisted in the definition and documentation of level design standards and best practices between production, design, and art

  • Founder and Designer at Molotov Industries
    Raleigh
    April 2015 - Present

    Molotov Industries is an independent company focused on the incubation of experimental video games and other interactive software.

    I am the co-founder of the studio and am responsible for managing the organization and contributing to art, design, and development for studio projects.

    Achievements and Experience:

    • Designed and developed Android game Color Riot utilizing Unity Engine with C# Language and released for free on Google Play Store

    • Designed and implemented artistic specification for Lanterns Watch to create a strong and cohesive stylistic identity

    • Authored and maintained comprehensive game design documentation to ensure technical specificity for all core gameplay systems and mechanics

    • Practiced level design and environment art pipeline inclusive of blockout, 2D and 3D asset creation, set dressing, lighting, post-process, and optimization

    Company Website: https://www.molotovindustries.com/

  • Level Designer at Trek Industries
    Remote, United States of America
    December 2014 - April 2015

    During my time with Trek Industries, I was the sole level designer and was primarily responsible for the design and development of new co-operative multi-player levels.

    Achievements and Experience:

    • Coordinated with lead designer and environment artists to successfully overhaul 5 existing cooperative multi-player levels for improved design, aesthetic, and performance

    • Practiced multiple elements of level design pipeline inclusive of overall design, set dressing, lighting, post-process, optimization, and AI pathing

    Company Website: http://trek-industries.com/

  • Level Designer at Totem Arts
    Remote, United States of America
    November 2013 - November 2014

    During my time with Trek Industries, I was was part of the Level Design team and was primarily responsible for the design and development of new competitive multi-player levels.

    Achievements and Experience:

    • Collaborated with game designers to create 5 new competitive multi-player levels which either

    carefully aligned with existing content, or experimented with new methods of play

    • Practiced multiple elements of level design pipeline inclusive of general design, grey boxing, set

    dressing, lighting, post-process, and optimization

    Company Website: http://www.renegade-x.com/