Resume
Downloads
Contact
Skype: erik.vaughn88
Call: 817 791 0884
Email: erik@erikvaughn.com
Skills
Design:
World Building
Event/Encounter Design
Systems Design
2D/3D Level Design
Single/Multiplayer Design
Lighting/Visual
Material Creation
Scripting:
C#
Lua
Kismet
UnrealScript
Hammer Script
Papyrus
Proprietary Visual Scripting Systems
Development:
Agile Scrum
Perforce
Issue Manager
Documentation
Prototyping
Engines:
Unreal Development Kit
Unity
Unreal Engine 4
Unreal Tournament 3
Creation Kit/G.E.C.K
Source
Proprietary Engines
Software:
Maya
Photoshop CS6
Visual Studio
Microsoft Office
Audacity
Professional Experience
Destiny 2: Warmind & Destiny 2: Forsaken - Designer
Bungie, September 2017 - Present
Contributions
Designed, scripted, and implemented two open-world adventures and their Heroic versions
Incorporated a variety of themes and gameplay with a proprietary engine and text-based scripting language
Designed, scripted, and implemented nine new silent events in the public spaces, bringing the Wanted bounty system of the Tangled Shore to the vanilla Destiny 2 destinations
Designed, scripted, and implemented end game content to further bring the Wanted bounty system to all pre-Forsaken destinations
Stepped into the role of investment design to assist and facilitate the ritual game of Destiny 2: Forsaken
Repurposed and kitbashed assets to create new experiences with existing assets
Interfaced with many other departments and partner studios in multiple time zones to create quality content
Created documentation on proprietary engine, including tutorials and workaround solutions to problems found with engine development
Assisted in implementation of hidden bonus content for the end-game Last Wish Raid
Destiny 2 - Associate Designer
Bungie, January 2016 - September 2017
Contributions
Designed, scripted, and implemented four open-world adventures from start to completion, taking place on multiple destinations
Incorporated a variety of themes and gameplay with a proprietary engine and text-based scripting language
Blocked out two new combat areas on the Titan destination
Designed and wrote quests for early versions of the Red War campaign
Utilized open-world systems to facilitate organic interactions and intersections with Public Events and Open-World Adventures in an online multiplayer game
Repurposed and kitbashed assets to introduce new mechanics with existing assets
Disney Infinity 3.0 - Level Architect Intern
Disney Interactive, January 2015 - December 2015
Contributions
Designed layout, scripting, and implementation of achievements on Hall of Galactic Heroes from the ground up
Designed layout, scripting, and implementation of achievements on new areas of Hall of Heroes and Hall of Superheroes
Updated, optimized, and added new areas of existing Hall of Heroes and Hall of Superheroes
Designed layout, scripting, and implementation of Toy Box Hub levels "Heroes Ascension," "Urban Brawler," and "Paintball Monstrosity"
Designed specific systems required for randomized platforming elements with more than a thousand unique combinations
Scripted combat encounters on "Urban Brawler"
Prototyped and Modularized new game play features and mechanics
Designed multiplayer map "Paintball Monstrosity"
Astronomy Laboratory Assistant
University of North Texas, January 2009 - May 2012
Taught and lead laboratory classes at the Rafes Urban Astronomy Center, the University of North Texas Planetarium, Demonstration Labs, and Computer Labs
Put on free monthly open house exhibitions for the UNT Astronomy Department
Trained new team members and maintained astronomy equipment
Provided safe and reliable transportation for astronomy students and equipment to offsite observatory
Trained new drivers in safety and operational procedures
Maintained important documentation regarding mileage, safety, and more
Personal/Side Projects
“Grimoire Rock“
Single Player Mission: Elder Scrools V: Skyrim
Created unique floating island environment
Scripted enemies with unusual and exciting abilities
Created interesting and exciting elemental environment
2 months, 2012
“Licence to Drill"
Multiplayer Map (CTF) Unreal Tournament 3
Created a visually exciting and cohesive environment
Scripted environmental hazards and interactive elements
2 months, 2013
Midgard Saga
Isometric Tactics/Strategy Game
Made with UDK
Team of 15
Role: Level Designer/World Builder
Created visually distinct and interesting fantasy environments
Created and modified particle systems, materials, and meshes
Responsible for Lighting
Assisted in game conception/balance
Game balance/user testing
June 2013 – December 2013
Remnant
1st Person Shooter
Made with UDK
Team of 10
Role: Level Designer/World Builder
Created visually distinct and interesting post-apocalyptic environments
Assisted in conception and creation of multiplayer map
Creatively used limited assets in unique ways
Lighting
Assisted in game conception/balance
User testing
January 2013 - May 2013
Untethered
2D Sidescrolling Platformer
Made with GuildEd
Team of 5
Role: Level Designer
Designed puzzles and platforming environments
Concepted gravity mechanic/game theme
Concepted game trailer for exhibition
Game balance/user testing
September 2012 - December 2012
Education
Master of Interactive Technology
Concentration in Level Design
The Guildhall at SMU
Plano, TX
August 2012 - May 2014
Bachelor's of Science
Emergency Management
The University of North Texas
Denton, TX
August 2006 - May 2010