Full version of my resume that includes additional contact information is available upon request.

Samuel Villarreal

Email: s<#DOT#>villarreal1983<#AT#>gmail<#DOT#>com

LinkedIn Profile


Highly motivated and self-driven game designer with 6 years of experience in the game industry and over a decade of experience working on mods for various games. Possess strong knowledge of numerous game tech engines, and level editing tools.

Achievements include:

  • Game Design
  • Level Design
  • Tools proficiency in idTech, Radiant, Unreal, Lithtech, Hammer, Unity
  • Programming experience in C, C++, C#, Javascript, Lua, Unrealscript and UnityScript
  • Experience in PC, Mobile and Console development
  • One year of experience as a lead level designer
  • Coined as the ‘go-to’ person, assisting other developers on troubleshooting complex issues
  • Took on many different roles which includes level design, game design, scripting, programming, environment art, and technical art

Game Experience:

TimeGate Studios – Sugarland, TX – Game Designer
December 2006 – May 2013

Minimum (PC) (2012 – 2013):

  • Designed and constructed one team-deathmatch level
  • Wrote a shader for mapping HUD icons through an atlas texture
  • Optimized and cleaned up other shaders
  • Responsible for post-process visuals (motion blur, depth-of-field, scene tone/highlights, etc)
  • Worked with game design on prototyping new weapons and features
  • Optimized levels for low-end machines

Aliens: Colonial Marines (PC, Xbox 360, PS3) (2010 – 2012):

  • Designed the second mission in the single player campaign (blockout, lighting, mesh placement, scripting, gameplay implementation)
  • Co-designed 3 other single player levels alongside with Gearbox Software and Nerve Software
  • Did some of the architecture work, lighting, mesh placement and texturing to Hadley’s Hope and Sewer levels
  • Used demo/test levels for reference when building some of the levels’ architecture and lighting
  • Created prefabs and scripting utilities to speed up work-flow for other level designers
  • Communicated frequently with Gearbox Software and Nerve Software on narrative and pacing

Section 8 Prejudice (PC, Xbox 360, PS3) (2009 – 2010):

  • Designed and constructed the final level in the single-player campaign
  • Designed and implemented campaign’s final boss
  • Contributed to multiplayer level design
  • Responsible for blockout, and gameplay scripting (all lighting, texturing, static mesh placement was handled by the environment artists)
  • Created scripting utilities for other level designers to use in their levels to improve workflow in the overall level design pipeline

Section 8 (PC, Xbox 360, PS3) (2008 – 2009):

  • Designed and constructed two multiplayer levels (Stormfront & Nuclear Dawn)
  • Responsible for a lot of the level architecture, texturing and lighting

Dirty Harry (PC, Xbox 360, PS3) (2008):

  • Wrote technical docs on new lithtech build drops
  • Had lead level designer responsibilities and managed other level designers
  • Documented standard practices for levels, and provided tech support for the Lithtech engine
  • Primary designer for the vertical slice demo level
  • Full gameplay implementation
  • Full sound/ambiance/dialog implementation
  • Full work on geometry texturing, lighting, detailing and finalizing
  • Optimizations to achieve desired performance on Xbox 360 and during co-op split-screen
  • Assisted programming and art in optimizing materials and shaders

F.E.A.R – Perseus Mandate (PC) & F.E.A.R Files (Xbox 360) (2006 – 2007):

  • Designed and constructed 5 levels (from blockout to final)
  • Full gameplay/scripting/audio/dialog implementation
  • Full work on texturing, lighting, detailing and finalizing
  • Optimizations to achieve desired performance on Xbox 360

Non-Game Industry Experience:

Atos Origin – Houston, TX – Systems Analyst
May 2006 – December 2006

Provided on-call technical services regarding to network troubleshooting, computer troubleshooting, client-specific applications, and user accounts.

Served Clients:
Seton Medical Center
University of Texas Medical Branch

Active Directory
Novell Client
Microsoft Remote Desktop

Texas Instruments – Stafford, TX – Manufacturing Specialist
August 2003 – May 2005

Manufactured silicon wafers through electroplating and etching process. Maintained the machinery by cleaning out the chemicals used and worked with technicians and engineers to troubleshoot unknown malfunctions with the equipment.


ITT-Technical Institute
2005 – 2007
Applied Science, Information Technology

National Institute of Technology
2002 – 2003
Applied Science, Electronic Engineering, Computer Engineering

Broadway Baptist Highschool
1997 – 2001


Adobe Photoshop
Visual Studio C++, .NET
Tortoise SVN
Microsoft Office Suite

References available upon request