Andrew Thompson

My name is Andrew Thompson. I'm a game designer currently working at Infinity Ward. My skillset includes scripting, level building, and coding.

I'm also a modder, and I've made maps and mods for Source Engine games since 2005. My maps have been played by tens of thousands of PC gamers.

Contact

Location: Los Angeles, California
Email: andrewt10x@gmail.com
LinkedIn: link
Steam: link

Resume

Professional Experience

Infinity Ward | 2014 - present

Game Designer, Scripter

Title: Call of Duty: Infinite Warfare
Responsibilities:

  • Scripting in GSC, a proprietary language similar to C#.
  • Iterating gameplay features from prototype to ship.
  • Writing core low-level script systems.
  • Scripting space combat side-missions for the Jackal.
  • Scripting on-ground combat sequences.
  • Getting up from my desk! Collaborating with engineers and artists in-person!

Title: Unannounced Title
Responsibilities:

  • Working on the Multiplayer Design Team.

Grab Games | Summer of 2011

Game Developer/Game Designer Intern

Facebook Titles: Brad Paisley World, Bad Meets Evil, Baby & Me, Survivor World
Responsibilities: Scripting quests in json. Improving interfaces for usability. Designing tutorials.


Personal Experience

Source Engine Mapping | 2005-2014

Work on over 9 multiplayer levels for Source Engine games, most with positive and popular reception

Conclave - Source Engine Mod | 2012-2013

Team Lead

Lead a team of over 20 people. Contributed to design, programming, art, and music for the game


Skills

Game Design:

  • Experience taking ownership of features and collaborating with developers from all disciplines to achieve an excellent final product.
  • Experience with level design for first person shooters.
  • Especially interested in systems design.

Programming:

  • Fluent in C++ and C#.
  • Some experience with lua (professional work).
  • Some experience with python (personal Maya scripts).
  • Some experience in html and css (this website!).

Art:

  • Personal experience with Maya modelling, rigging, animating, and writing python scripts.
  • Personal experience with Photoshop.
  • Professionally, my art experience is helpful for prototyping, but I cannot create AAA quality assets.

Software: Radiant, Hammer Editor, Unreal, Unity, Photoshop, Maya, 3ds Max, Visual Studio, and many more.


Education

University of Southern California
BS Computer Science (Games)
Graduated 2013