Resume
Patrick Krefting
Profile
Senior Level Designer. Seven Shipped Titles. Ten Years Experience.
Objective To work within a design team composed of artists, designers, and other team members to make a game with consistency and quality across the board.
Availability Currently Employed
Key Skills
Proficient with the following engines and tools:
Gamebryo Engine
  • 4 years developing Disney's Epic Mickey and Disney's Epic Mickey 2: The Power of Two.
LUA Programming Language
  • Primary Scripting language during the 4 years developing Disney's Epic Mickey and Disney's Epic Mickey 2: The Power of Two.
  • Scripted in-game events, combat, quests, Character interaction, and Mini-games.
  • Created many of the primary Design systems (level-to-level transitioning and reward spawners).
Unreal Engine
Unreal Editor 3.0
  • 3+ years developing Brothers in Arms: Hell's Highway, Borderlands, and Aliens: Colonial Marines.
  • Deep understanding of the Kismet scripting system.
  • Ability to create quality cinematics with the Matinee tool.
Unreal Editor 2.0
  • 1.5 years developing both Brothers in Arms: Road to Hill 30 and Earned in Blood.
  • Scripting in-game events and functions with UnrealScript.
  • Creating cinematics within Matinee.
Source Engine
SourceSDK
  • 2 years developing with Source Engine
Valve Hammer
  • 5+ years developing with original Half-Life Engine
Work Experience
Retro Studios, Technical Designer
2013 to current
Donkey Kong Country: Tropical Freeze
(WiiU)
2013
 
  • Created many level specific and gamewide features. (Green Balloon, Menu Map Reveals, SplitPath System, Buoyant Platforms)
  • Worked with other departments in the implementation of including Art, Animation, Effects, and Sound (Animated UV Materials)
  • More Details to come soon...
Disney's Junction Point Studios, Level Designer
2009 to 2013
Disney's Epic Mickey 2: The Power of Two
(Wii, Xbox 360, PS3)
2012
 
  • Responsible for the design, combat, platforming, quests, and final polish of several levels.
  • Worked with Tech in the implementation of the new Streaming and In-Game Cutscene systems and created technical design documents for Designers to use in their application of these systems.
  • Collaborated with two other designers on the layout for 6 levels: 4 gameplay and 2 HUBs.
Disney's Epic Mickey
(Wii)
2010
 
  • Designed layout, scripting, combat, and quests for 10 levels.
  • Developed the Skull Island portion of the E3 reveal presentation.
  • One of the few designers to lead the push for use of prefabs within the game in order to create a more consistent experience across the game.
  • Assisted Programming in the research and application of level streaming, performance, and memory allocation.
Game Prototypes
(Wii)
2010-2012
 
  • Worked on strike teams to quickly prototype possible future games.
  • Created art assets for quick iteration while prototyping.
Gearbox Software, Level Designer
2004 to 2008
Brothers in Arms: Hell's Highway
(Xbox 360, PS3, PC)
2008
 
  • Responsible for the design, implementation, and final polish of the majority of combat and FX for the level Baptism of Fire.
  • Designed and implemented layout and combat for areas within the levels: Five O' Sink, Written in Stone, Rabbit Hole, and Operation Garden.
  • One of the few designers to lead Technical Research and implementation of level streaming, performance, and memory allocation for both PS3 and Xbox 360 specs.
Brothers in Arms: Double Time
(Wii)
2008
 
  • Worked with a small strike-team of designers to update the combat and detail of the original Brothers in Arms: Road to Hill 30 and Brothers in Arms: Earned in Blood levels, which would later be used in the Wii title Brothers in Arms: Double Time.
History Channel's Brothers In Arms: Road To Hill 30 Special
2006
 
  • Worked with a small team of designers to create machinima used in History Channel special aired on December 15, 2005 by updating existing and creating new scenes using assets from both Brothers in Arms: Road to Hill 30 and Brothers in Arms: Earned in Blood.
  • Worked closely with the History Channel's production team to ensure sure work was done on time and to their specifications.
Brothers in Arms: Earned in Blood
(Xbox, PC)
2005
 
  • Pioneered the Cinematic Team at Gearbox. Worked with Lead Writer Michael Neumann in creating processes for developing quality and consistent cinematics within the Brothers in Arms franchise.
  • Worked on the majority of the cutscenes, including the four story-driven Bookends cinematic chapters.
  • As a result of the creation and my work within the Cinematics Team, Earned in Blood was nominated for an Academy of Interactive Arts and Sciences Award for "Outstanding Achievement in Story and Character Development"
  • Worked in tandem with another designer in developing the level to showcase Brothers in Arms: Earned in Blood at its first E3.
  • Designed both layout and combat for levels Close Quarters and Eviction Notice.
Brothers in Arms: Road to Hill 30
(Xbox, PC)
2005
 
  • Worked with Lead Designer in developing Brothers in Arms gameplay experience.
  • Developed the combat portion of the E3 presentation level for Brothers in Arms: Road to Hill 30 for its first public viewing in 2004.
  • Designed the layout and combat for levels Foucarville, Crack of Dawn, and Ripe Pickings.
  • Scripted the main cinematic work in the story chapter Victory in Carentan, including main character animations, dialogue, background animation, and effects.
Mentorship 2006 to 2007
 
  • Mentored Guildhall interns to familiarize them with UE3, and taught them how to use our custom tools to properly design Brothers in Arms combat.
Valve Software, Level Designer (Contract)
2002 to 2003
Day of Defeat
(PC)
 
  • Contract work for Valve Software on the retail version of Day of Defeat.
  • Designed and scripted the level dod_zalec.
  • Worked with development team to Q/A all levels.
Awards
Disney's Epic Mickey
  • IGN.com: Best Wii Game and Best Platforming Game Winner
  • Game Critics Awards: Best of E3 2010, Best of Show
  • GamePro: Best of E3 Recipient
  • GameSpy: Wii Game of the Show, Platformer Game of the Show
Brothers in Arms: Earned in Blood
  • Nominated for an Academy of Interactive Arts and Sciences Award for "Outstanding Achievement in Story and Character Development."
  • TeamXbox Editor's Choice
  • Gamespy Editor's Choice (Xbox)
Brothers in Arms: Road to Hill 30
  • IGN's Best of E3 Award
  • Gaming Illustrated Best of E3
  • Game Revolution Best of E3
  • Game Chronicles Best of E3
  • TeamXbox's Editor's Choice
  • Gamespy Editor's Choice (Xbox)
  • Gamespot's Editor's Choice (Xbox)
Education
Bachelor of Arts, American History
University of Minnesota-Twin Cities
Minneapolis, Minnesota
1999 to 2003
Extracurricular Activities and Responsibilities
Boy Scouts of America
Eagle Scout, Troop 6, Lutheran Church of the Good Shepherd
1995 to 1999
References
Chase Jones Design Director, Microsoft Studios Contact Information Upon Request
Damien Allen Senior Designer, Volition Inc. Contact Information Upon Request
Evan Boehler Technical Designer, Volition Inc. Contact Information Upon Request
© Patrick Krefting -- patkrefting at increasedcoffee dot com