Lincoln Li
  • Resume
  • Shipped Games
  • Work Samples
    • MWR Improved Destruction for AC130
    • MWR Audio Scripting
    • MWR Map Lead Work
    • Doom MP Spawn System
    • Mafia III LD Work
    • H2A Melee System
    • H2A Game Modes
  • About Me
    • Design Philosophy

Web Resume

Skills
  • C#            
  • UnrealScript                   
  • Lua
  • Kismet          
  • Matinee
  • Autodesk 3ds Max            
 
  • Adobe Illustrator                         
  • Adobe Photoshop          
  • Unreal Engine 3 / UDK
  • Source SDK
  • Perforce / SVN
  • Bugzilla / DevTrack  / JIRA
 
  • Adobe Illustrator                         
  • Adobe Photoshop          
  • Unreal Engine 3 / UDK
  • Source SDK
  • Perforce / SVN
  • Bugzilla / DevTrack  / JIRA

Education

The Guildhall at Southern Methodist University                                                                               Graduated – Dec. 2013
            Plano, TX 75024
  • Masters in Digital Game Development, Specialization in Level Design
  • Student Activities Committee (SAC) Treasurer: 2011 – 2012


Purdue University                                                                                                                                    Graduated – Dec. 2009
            West Lafayette, IN 47907
  • Bachelor of Science in Computer Graphics Technology



Professional Development Experience
Rooster Teeth Games; Austin, TX                                                                                                          Nov 2018 – Ongoing 
Senior Designer – Vicious Circle (PC/Steam): Shipped 8/13/2019
  • Leading Designer on metagame, combat, and character implementation and systems
  • Created and designed system specifications for additional playable characters and creatures
  • Created specifications for progression interaction, challenges and rewards for Battle Pass features
  • Co-designed and developed additional gameplay events, gadgets and interaction mechanics
  • Co-wrote C++ and blueprint script for all the above systems, features and specifications

Certain Affinity; Austin, TX                                                                                                
                    Oct 2017 – Nov 2018 
Senior Designer – Transformers Impact (TBD):
  • Lead Mission Designer and owner of procedural technology and design
  • Led a team of 3-4 developers in the creation of procedural mission systems for UE4 development
    • Objective specific mark-up blueprint and components
    • Developed AI spawning components within objective mark-up
  • Ownership of cooperative mission flow and encounter pacing
  • Assisted meta-progression design with mission content for Free-to-Play loops
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Certain Affinity; Austin, TX                                                                                                                    Feb 2016 – Sept 2016 
Designer – Modern Warfare Remastered (Multiplatform): Shipped 11/4/2016
  • Sole scripter on sound effect implementation for triggered gameplay scenes
  • Adjusted sub-mixes, DSP values, and emitter placement during co-dev with partners (8 levels)
  • Balanced and designed individual sound effect properties for level ambience
  • Map Team Lead, responsible as design point for Death From Above, No More Fighting, and Mile High Club
  • Supported art team with scripting, in particular fixing gameplay bugs that occurred from World Building
  • Designed, pitched and implemented upgraded scripted destruction events for flying gunship sequence

Certain Affinity; Austin, TX                                                                                                                    June 2015 – Feb 2016 
Designer – Mafia III (Multiplatform): Shipped 10/7/2016
  • Responsible for prop layout, specifically generic combat zones useable by randomized mission AI
  • Part of level design team for environment prop placement / design in three open world districts
  • Implementation specialist on the cover and navmesh system for CA’s design team
  • Designed and propagated AI combat kits for randomly generated missions
  • Designed, placed and balanced AI combat and stealth encounters for District Hideouts

Certain Affinity; Austin, TX                                                                                                                    Jan. 2015 – June 2015 
Designer – Doom (Multiplatform): Shipped 5/23/2016
  • Spawn system designer, used heat maps to measure spawn efficiency and balance implementation
  • Aided progression designer in balancing the experience / reward loop for OOG stats
  • Camera shake implementation / design for explosive weapons and equipment
  • Gameplay and UI scripting for Domination, Freeze Tag, War Path, Soul Harvest, and Clan Arena

Certain Affinity; Austin, TX                                                                                                                    Jan. 2014 – Dec. 2014 
Designer – Halo 2 Anniversary (Xbox One): Shipped 11/11/2014
  • Scripted MP Game Modes: Juggernaut, CTF, Slayer, Oddball, Ricochet and King of the Hill
  • Designed new multiple Juggernaut game modes, and implemented new Gungoose CTF
  • Implementation of audio, UI markers and HUD notifications for above game modes
  • Implementation of achievements and medals for gameplay and above modes
  • Co-designed and implemented camera shake and recoil for weapons and vehicles
  • Implemented and co-designed vehicle sandbox based on Lead Sandbox Designer specifications
  • Re-designed, balanced and implemented all weapon melee damage based on Halo 2 sandbox

WB Games QA; Bothell, WA                                                                                                                    April 2011 – Dec 2011
QA Tester– Batman: Arkham City (PS3 / 360 / PC): Shipped
  • Specifically tested Ambient, Environment, and VO Audio
  • Tracked and monitored bugs / issues via JIRA
  • Creation of test cases for Voice-Over dialogue
 

Zipper Interactive; Redmond, WA                                                                                                        May 2010 – April 2011
Tools / MP QA Tester – SOCOM 4 (PS3): Shipped
  • Tested proprietary Level Design (Magellan) software and plug-ins on Maya 8.0 & 2010
  • Performed daily compilation tests, Magellan error checkups and Lua script issues
  • Tested Multiplayer and Coop game content for bugs, graphical, game-play & design flaws
  • Wrote and tracked bugs via Bugzilla and DevTrack

Personal Projects

Slacky’s Command (Half Life 2)                                                                                                   Development Time: 6 Weeks
Single Player Real Time Strategy                             
  • Designed and implemented Control Points for capture location gameplay
  • Integrated UI / HUD changes to resemble RTS layouts

Clonesteroids (Lua)                                                                                                                       Development Time: 4 Weeks
Top Down Space Shooter                    
  • Used Lua to create “Asteroids” with velocity, inertia, and AI

email / Linkedin / Downloadable Resume

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Copyright 2013 | lincoln Li

  • Resume
  • Shipped Games
  • Work Samples
    • MWR Improved Destruction for AC130
    • MWR Audio Scripting
    • MWR Map Lead Work
    • Doom MP Spawn System
    • Mafia III LD Work
    • H2A Melee System
    • H2A Game Modes
  • About Me
    • Design Philosophy