About

Level Designer

Bryan Brigner

Burtonsville, Maryland

About Me
I am a level designer who has been in the industry for 8 years and has a passion for creating fun and memorable experiences. I love to utilize environmental storytelling to craft visual scenes that help immerse the player. I enjoy collaborating closely with other disciplines to build a cohesive and meaningful experience.

Game Experience

Bethesda Game Studios (Rockville, MD)

Starfield | April 2019 – January 2023
Level Designer
Designed and built more than 20 locations
Collaborated closely with artists to ensure a high standard of visual quality
Planned, constructed and scripted a major puzzle for the main quest
Built and maintained 40 major exterior encounter locations throughout the game
Implemented combat scenarios in proprietary toolset and iterated based on playtest feedback
Contributed to the design and scripting of several traps and hazards using in-house Papyrus scripting language
Responsible for in-editor markup to support Quest Design systems
Designed a mix of NPC encounters for planetary exploration gameplay
Built and maintained testing gyms to support Audio team

Fallout 76 | August 2016 – April 2019
Level Designer
Designed and built more than 20 locations
Collaborated closely with artists to ensure a high standard of visual quality
Implemented combat scenarios in proprietary toolset and iterated based on playtest feedback
Scripted events to enhance important quest moments
Responsible for in-editor markup to support Quest Design systems
Hand-created complex navmesh using proprietary, in-engine tool
Designed, scripted and placed NPC encounters throughout the open world

Fallout 4 – Nuka-World DLC May 2014 – August 2016
Level Designer (1 of 3 on this DLC)
Built and maintained dozens of exterior encounter locations throughout Nuka-World
Implemented combat scenarios in proprietary toolset and iterated based on playtest feedback

Fallout 4
Level Design Intern
Hand-created complex navmesh for a large percentage of the game world using proprietary, in-engine tool
Tasked by Lead LD to design and implement a large and medium dungeon (Kendall Hospital and Vault Tec HQ)
Was responsible for all aspects of design from concept to finalization.
Placed and created editor markup for several complex player settlement locations in the open world
Built dozens of exterior encounter locations throughout the game world
Designed and scripted radio tower gameplay
Scripted a quest-related recurring message to assist hearing impaired players

Skills & Tools

● Level concepting and design
● Level layout/clutter/detailing
● Modular building
● Lighting
● Editor markup
● Gameplay metrics
● Quest/dialogue writing
● Combat setup/balancing
● Level optimization
● Code-based scripting
●Navmesh creation
● Creation Kit
● Confluence
● JIRA

Education

Spring Arbor University, Spring Arbor, MI
Bachelor of Arts: Music Ministry May 2007