Bio
Patrick Haslow
Level Designer • Creator • Dynamo
Professional
Bioshock InfiniteIrrational Games MP/SP Level Designer Level designer/ mission owner for Comstock House asylum; additional combat scripting throughout the game. Designed for singleplayer campaign and cancelled co-op mode in Unreal
Coming Soon!
GhostbustersThreewave Software MP Level Designer Designed level geometry for use in all co-op game modes, and scripted AI behavior for 8 different levels of the co-op Protection game mode using Dante script in Terminal Reality's Infernal Engine.
© Patrick Haslow
WolfensteinThreewave Software MP Level Designer Designed and built multiplayer level designs in Radiant for use in objective, team-based multiplayer game modes.
HomefrontTHQ KAOS Studios MP/SP Level Designer Created multiplayer maps from concept to finish in Unreal engine. In the SP game, created level layouts throughout, designed and scripted combat encounters in Kismet, and animated events in Matinee.
Personal
Mission Owner: Comstock HouseOversaw all aspects of the level, including performance optimization, central elevator construction, VO scripting, Boys of Silence gameplay, Elizabeth lab combat Combat Designer: Miscellaneous combats on the way to Monument IslandSoldier's Field "Call the Gondola" combatFinkton Good Time Club Stage combatEmporia Lutece Lab plaza exterior Multiplayer Level Designer: Constructed level layouts and scripted mulltiple unused co-op missions for the cancelled game mode
Bioshock InfiniteIrrational GamesMP/SP Level Designer Level designer/ mission owner for Comstock House asylum; additional combat scripting throughout the game. Designed for singleplayer campaign and cancelled co-op mode in Unreal
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• Big Box Videos ------------>
HomefrontTHQ KAOS Studios MP/SP Level DesignerCreated multiplayer maps from concept to finish in Unreal engine. In the SP game, created level layouts throughout, designed and scripted combat encounters in Kismet, and animated events in Matinee.
• Crossroads Screens ------->
• Crossroads Videos -------->
MultiPlayer • Big Box Screens ---------->
• Mining Town -------------->
SinglePlayer  Level Designer ------------>
SinglePlayer  Level Designer ------------>
MultiPlayer • Big Box Screens ---------->
GhostbustersThreewave Software MP Level DesignerDesigned level geometry for use in all co-op game modes, and scripted AI behavior for 8 different levels of the co-op Protection game mode using Dante script in Terminal Reality's Infernal Engine.
Co-op Game Design I designed the Protection co-op game mode, focusing on actual cooperation between players to succeed. Presented a fairly deep level of strategy for an arcade style game. Co-op Map Design I designed certain level layouts where the game's co-op modes were to be played. I was mainly responsible for the 2d designs and level geometry for Streets, Basement Stacks, and Cemetery levels. Additional Design I also helped to script an unused co-op version of the singleplayer campaign, and the creation of several unreleased DLC co-op maps based on locations from the films.
MultiPlayer • Tesla Screens ----------------->
• Bank Videos ------------------->
• Manor Screens --------------->
• Bank Screens ----------------->
• Manor Videos ----------------->
• Tesla Videos ------------------->
http://www.patrickhaslow.com/Otherlander/Wolfenstein/Tesla_Videos/Tesla_Videos.html
//www.patrickhaslow.com/Otherlander/Wolfenstein/Manor_Videos/Manor_Videos.html
WolfensteinThreewave Software MP Level DesignerDesigned and built multiplayer level designs in Radiant for use in objective, team-based multiplayer game modes.
Bio / Resume / CV ----------------------> I have a history of striving to learn anything in pursuit of a creative vision, and creating new entertainment experiences for players strongly motivates me.  Expertise ------------------------------------------------------Level Design Software----> Unreal 3 & 4  •  Radiant  •  Infernal EngineLevel Scripting----> Kismet / Blueprint (Unreal)  •  Doom3 (id)  •  Dante "C" (Terminal Reality) • LuaGraphics Software-----> 3DS Max  •  Adobe CS: Photoshop/Illustrator Education ------------------------------------------------------Savannah College of Art and Design - MFA • IllustrationRochester Institute of Technology - BFA • Illustration        
Experience ----------------------------------------------------- Level Designer, Irrational Games (Oct. 2011- Sept. 2013) ----> Bioshock Infinite (Xbox 360, PS3, PC)          • Mission owner for Comstock House- owned all duties for the level, from           narrative progression, scripted level events, and combats         • Designed combats throughout the game Level Designer, THQ Kaos Studios (Mar. 2009- Jun. 2011) ---> Homefront (Xbox 360, PS3, PC)         • Designed single player environment layouts, and scripted combat encounters         • Designed, constructed, and iterated multiplayer maps in the Unreal Engine                   Level Designer, Threewave Software (Jan. 2007- Dec. 2008) ---> Ghostbusters: The Video Game (Xbox 360, PS3, PC)         • Prototyped and implemented the co-op Protection game mode                 • Scripted AI behavior and environmental events in Dante script         • Scripted in-game cinematics and NIS ---> Wolfenstein (Xbox 360, PS3, PC)          • Designed map layouts and prototyped multiplayer team-based gameplay         • Modeled and textured environments in Radiant         • Scripted player objectives in Doom3 script         • Created design documents and graphics in Adobe Illustrator/Photoshop           for pitches to publisher
Dark ForcesLucasArts Singleplayer ModsThe first game I ever modded.        I set out to make the most extensive mod of its kind ever seen at the time. Dark Forces was one of the first games to introduce adventure game type objectives intro a first person shooter.
Jedi AcademyLucasArts/RavenMultiplayer Mods Created multiplayer maps in an attempt to rival those released with the game. I combined an extensive level of detail to acheive the  high level concept of the map themes.
IllustrationFreelance Commercial ArtistShowcase of images from my  previous employment as a commercial illustrator on editorial and advertising projects.
Level Design/Conceptual Included here are WIP levels, unused 2d level designs for other games, and concept art.