John W.
Anderson
554 East Main St
Uniontown, PA 15401
(724)
437-5247 voice
[email protected]
Dr Sleep's DOOM
Apothecary
http://drsleep.newdoom.com
The WebLife of John W. Anderson
http://home.earthlink.net/~johnw.anderson
Level Designer - Game Designer - Writer
Portfolio - Click here for screenshots and downloads
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August 1998 to May 1999
Xatrix
Entertainment |
Level Designer – Finished five assigned levels for Kingpin. I designed the last episode, “Crystal Palace,” where the final showdown with the Kingpin was to take place. Responsible for design of architecture, lighting, texture mapping, entity placement, and scripting scenarios.Product shipped June 1999.
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February 1997 to August 1998
Ion Storm |
Level Designer - I was the second level designer hired by Ion Storm for Daikatana, and was in charge of design for the entire Greek Episode. I helped design al four episodes of Daikatana, including monsters, weapons, and artifacts, and contributed to the scenario for each individual level in our initial design document meetings.
I
worked closely with artists to provide a realistic look to ancient Greece as it
would have looked around 1200 to 600BCE. I was responsible for design of architecture, lighting,
texture mapping, and entity placement. Product shipped July 2000. |
My Greek levels were featured prominently in WIRED Magazine (March 1998), along with a feature article about my and Sverre Kvernmo’s rise in the game industry through our level design. Click photo for entire article. |
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One of my Greek levels formed the backdrop for a TIME Magazine (June 23 1997) photo and inside story on John Romero. Click photo for inside pic. |
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October
1995 to February 1997
Epic
MegaGames |
Level
Designer - Contracted to design levels for the hit 3D action game,
Unreal. I was in charge
of the set of levels known as the “Crypt” set, and I oversaw other
designers’ levels to make sure they remained consistent with the style I’d
set for this series of levels.
Product
shipped November 1998. |
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March
1995 to July 1995
id
Software, Inc |
Level Designer
— Contracted to design levels for
Product Shipped
July 1995. |
|
id
Software, Inc |
Level
Designer -
Contracted to design levels for
Virgil’s Lead
Product shipped in September 1995. |
BLOOD |
August
1994 to August 1995
|
Level and Game Designer — Contracted for game and level design for 3D action game, BLOOD. I worked with the producer, programmer, and other level designers in building ideas for the implementation of this game. At the beginning, few graphics and game monsters had yet to be designed, and I was involved in nearly every aspect of the game’s look and special effects, which were then created to suite the level designers’ needs. My main designing tool was Apogee/3D Realm’s Build engine editor, which toggles between 2D Grid Map Mode and real-time 3D mode (for actual editing inside the level). |
Non Game-Related Experience
Event Horizon Books
June 1999
to present
John W. Anderson, Bookseller
554 East Main Street
Uniontown, PA 15401
Bookseller – Currently the owner/proprietor of an online bookstore, selling first editions and specializing in Science Fiction, Fantasy, Horror, British First Editions, J. R. R. Tolkien, and contemporary rare and signed books. Site located at:
http://eventhorizonbooks.tripod.com
Teletech,
Inc.
August 2001 to November 2001
Netbank
Uniontown Mall, Route 40
Uniontown, PA 15401
Customer Bank Associate - My responsibilities involved telephone suppport for Netbank customers: relaying account information on checking, savings, CDs, and IRAs, activating ATM cards, and any other customer-related account information.
Commonwealth of Pennsylvania October 1985 to May 1995
Fayette County
Income Maintenance Caseworker
– I managed 400 families for ongoing eligibility for food stamps, cash, and
medical assistance. This involved maintaining of individual case records for
each family. The records were updated on a regular six-month basis, but usually
more often as per the needs of the family and based on changing household
status. Changes were noted through carefully detailed hand-written case notes,
based on telephone or personal interviews and/or home visits.
I was also the
PSSU Union Shop Steward from 1993 to 1995. I represented over 120 employees,
acting as go between in disputes or grievances between employees and management.
Conflict resolution between many parties was an ongoing – and sometimes daily
– occurrence. I also managed other union officials within the office,
delegating their duties to attend to various other issues, all of which pointed
to maintaining diplomatic relations between the employees and management.
Independent
Level Design
Dante's
Gate -
one of the first original PWADs (add-on levels) for
DOOM I, released May 1994 and revised several times, including
conversion for DOOM II. This level is widely recognized as one of the classic
DOOM add-on levels, and is available on Internet FTP sites, CompuServe, and
America Online. Screenshots of this level were widely used for the popular
“how’to” book Tricks of the DOOM Gurus, SAMS Publishing
1995.
Web Site
Dr Sleep's DOOM Apothecary - I currently host a popular DOOM website which features tips on level design, tutorials I've written for several DOOM editors, and one of the most comprehensive download sections of various DOOM utilities and Add On Levels. I first started this page in 1994.
March 1998 WIRED Magazine |
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PC
Gamer Magazine
December
1994
December
1994, Vol. 1, Number 7
DoomWorld
December 2003
www.doomworld.com
December 10, 2003
My DOOM level Crossing Acheron was recently named as on the 100 Best PWADs of All Time (10 Best for 1994).
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March
1995 and May 1996
Tricks
of the DOOM Gurus |
Dante's Gate and Crossing Acheron were included on the CD-ROM in Tricks of the DOOM Gurus, 1st and 2nd editions 1995, SAMS Publishing; plus, screen shots of Dante’s Gate are featured as examples in the book as well. |
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May 1996 SAMS Publishing |
Dante's Gate and Crossing Acheron were included on the CD-ROM in 3D Game Alchemy, 1996, SAMS Publishing. |
Software/OS
I’m experienced with Windows 98/ME/NT/2000/XP and the Microsoft applications Word, Excel, and Outlook. I’m familiar with Adobe Acrobat, Photoshop, and Illustrator. I’ve used most of these on a daily basis since 1995 (and earlier Windows versions since 1993). I'm also familiar with web design programs like Microsoft's FrontPage and Macromedia's Dreamweaver MX.
Game Editing Utilities
UnrealEd – Having worked on Unreal for Epic MegaGames and Pterodactyl, I have a great deal of experience with this editor. As mentioned in my work experience above, I was the technology coordinator for Epic MegaGames, which involved my teaching UnrealEd to other game companies who were licensing the Unreal technology.
QERadiant – I worked with different version of Radiant for Daikatana and for KingPin. While at Ion Storm, I was the beta-tester for the updates Robert Duffy (author of Radiant) to the Daikatana team before distributing them to the rest of the level designers and coders.
Build – I worked with this early Duke Nukem editor on the game Blood for Apogee/Q Studios.
DEU, WinDEU, DETH, and Doom Builder – Of these DOOM level editors (written by various members of the DOOM community) I used DETH and DEU for my work on The Ultimate DOOM and The Master Levels for DOOM II for id Software, and the others for my independent levels. I’ve been using some of them for over ten years, and have written lengthy instruction manuals for two of them (see Writing Skills).
Software Manuals
Doom Builder: An Illustrated Guide – This is a 131-page manual, written for the popular Windows-based level editor Doom Builder by Pascal vd Heiden. The manual is illustrated with over 100 color screenshots of various interface features of the editor, such as the toolbar, dialog boxes, and menus. The manual is divided into three sections: Section One covers the interface, Section Two is a systematic walk-through of building a level with the editor, and Section Three describes advanced functions of the editor. Screenshots accompany the step-by-step guide to building a level, as well.
Bo
th manuals were written with Microsoft Office Professional Word 2003 11.0. Graphics were created with JASC Software Paint Shop Pro 8.0. The PDF was created with Adobe Acrobat Professional 6.0. The HTML (web) version was created with Macromedia Dreamweaver MX 2004 7.0. The manual can be viewed online or downloaded through the following table.
File Format |
View Online | File Size |
Download |
HTML (online web page) |
HTML |
5.4MB |
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Adobe Acrobat PDF |
2.2MB |
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Microsoft Word |
4.5MB |
WinDEU for Beginners: A Pictorial Guide – I’ve written a 77-page How-To manual for the DOOM editor WinDEU (by Renaud Paquays, a Windows version of Raphael Quinet’s DEU). The manual is profusely illustrated with step-by-step instructions on the WinDEU interface and building a simple DOOM level. The manual can be viewed or downloaded through the following table:
File Format |
View Online | File Size |
Download |
HTML (online web page) |
HTML |
880K |
|
Adobe Acrobat PDF |
843K |
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Microsoft Word |
1.3MB |
Website/Articles
Dr Sleep’s DOOM Apothecary – I maintain a DOOM resource website for members of the gaming community, hosted by NewDoom.com. The page includes lessons and tips on level design, tutorials, and other resources for editing levels and advanced manipulation of graphics for PWADs. The site is composed of over 32 pages that are updated frequently. The address is http://drsleep.newdoom.com/.
Spice Up Your Level: Optimizing the REJECT Resource – I write a series of articles (usually on a bi-weekly basis) for the Editing Clinic page. The most recent is an article about using certain DOOM utilities that allow manipulation of the REJECT table in DOOM PWADs for special effects (keeping monsters from seeing the player, optimizing a PWAD’s speed by reducing line-of-site calculations by the DOOM engine, etc.).
You’ll Never DeathMatch in this Town Again – This is a short account of how I came to discover DOOM, and how it lead to my getting professional work in the games industry. It can be viewed online at http://drsleep.newdoom.com/about.shtml.
John Crowley: A Pictorial Bibliography – I maintain a website devoted to the works of John Crowley, author of the 1982 World Fantasy Award-winning novel Little, Big. My site features pictures of all of the different editions of his books, along with publication information. The address is http://webpages.charter.net/jsa1/jcrowley/index.html.
H. P. Lovecraft: A Pictorial Bibliography – Much like the Crowley website, but still in progress. The address is http://home.earthlink.net/~lilanderson/hplovecraft.htm.
Game Design Documents
Inferno – This is a 40-page game design document based on Dante’s Inferno.
Fiction
I’ve written many short stories and several novels, and had several short stories published in the college newspaper.
High School – Non Fiction
I was editor of my high school newspaper during my senior year, and wrote book reviews as well. I was also editor/photographer for the high school yearbook during my junior and senior years.
College – Film Reviews
The Moviegoer – I wrote film reviews on a weekly basis for the California State University student newspaper for two years. The column was called The Moviegoer (after Percy Walker’s novel of the same name). Clippings can be provided on request.
Typing Speed: 85+ wpm
Most of the above content can be viewed online at the links given. Others can be provided upon request in Microsoft Word or Adobe Acrobat PDF format.
California
University of Pennsylvania
California,
Pennsylvania
Major:
English Literature
This resume in Microsoft Word format or Adobe Acrobat PDF format.
Dante's Gate for DOOM or DOOM II.
Crossing Acheron for DOOM or DOOM II.
Recant for HERETIC.