Shane J. M. Liesegang
EDUCATION
Carnegie Mellon University — Pittsburgh, Pennsylvania
Master of Entertainment Technology
Graduated May 2006
Jointly conferred degree from School of Computer Science and College of Fine Arts
University of Virginia — Charlottesville, Virginia
Bachelor of Arts in Cognitive Science and Drama (Computer Science Minor)
Graduated May 2004
Echols Scholar, Dean's List, Intermediate Honors
RELEVANT EXPERIENCE
Bethesda Softworks: Game Designer, March 2009 - Present
Currently working on secret stuffs.
Electronic Arts Los Angeles: Game Designer, January 2006 - October 2008
Was one of the first team members on the LMNO Project with Steven Spielberg. Worked with lead designer Randy Smith and executive producer Doug Church to create early gameplay prototypes, communicate design vision, and develop core concepts. Built levels from small tests to full-scale gameplay using Unreal Engine 3. Designed high-level narrative and authoring systems, and worked closely with engineers to bring them to fruition.
Spearheaded the first EALA GameJam, assisting with logistics and leading the technical efforts to create a 2D prototyping engine appropriate for making a game within 48 hours. The engine (written in C++ and using OpenGL) provided a broad range of functionality including physics, texturing, animation, AI, input bindings, text rendering, and Python scripting using SWIG.
Experimental Gameplay: Gamemaker, Fall 2005
Part of a four person team responsible for creating one game per week per person. Each individual created art assets, designed the interaction, and programmed the implementation. The project was designed to explore novel modes of interaction in a field (traditional keyboard/mouse-driven computer games) that has been stagnant in recent years. All games implemented in OpenGL with a custom C++ prototyping framework.
Walt Disney Imagineering R&D: Media Programming Intern, Summer 2005
Researched and evaluated new technologies, created rapid prototypes, and learned design/implementation processes during the early development stages of the Thea Award-Winning Kim Possible World Showcase Adventure.
Interbots Initiative: Programmer, Designer, Spring 2005
Worked in a ten-person team to create a new animatronic character. Particular tasks included interface design for live-puppeteering and improvement of our in-house autonomous content authoring tool.
SKILLSET
Strong Proficiency: System Design, Prototyping, Narrative and Character, Unreal Editor (UE3), Illustrator, C/C++, Ruby, Python, OpenGL
Moderate Proficiency: Level Design, Photoshop, Final Cut Pro, C#, Objective-C, XML
Familiarity: Maya, x86 Assembly, Cg, GLSL, ActionScript
RELEVANT COURSEWORK
Story Structure for Interactive Designers: Studied traditional storytelling structural theory and evaluated its relevance and applicability to interactive media in a small group of students with playwright Milan Stitt and game designer Chris Klug. (CMU)
Game Design: Created five working prototypes of original games, including playground, board, card, dice, and video games while studying and evaluating existing designs. Taught by Jesse Schell. (CMU)
Building Virtual Worlds: Worked as a modeler, animator, and producer in four-person teams of artists and technologists to produce interactive environments for platforms including virtual reality, audience interaction (leaning and laser pointers sensed by a camera to affect the on-screen action), and animatronics. (CMU)
Game Design Workshop: Worked in a small team to create a design, platform, toolset, and prototype in C++ for The Rest is Silence, an interactive version of Shakespeare's Hamlet. (U.Va.)
Realtime Rendering: Designed and implemented a 3D game engine in OpenGL while researching modern realtime graphics techniques. (U.Va.)
Computer Graphics: Studied low-level algorithms for two and three dimensional imagery and created programs implementing them, including a raytracer and image processing utility. (U.Va.)
INTERESTS
Emotional Gameplay, Theatre, Cinema, Cooking/Baking, Rowing, Professional Football, Scientific History, Computer Science Education
ADDITIONAL MATERIALS
Sample design documents, game analyses, and references available upon request.
