Trent Martinez Sr. Level Design & Systems Design

Trent Martinez Sr. Level Design & Systems Design Trent Martinez Sr. Level Design & Systems Design Trent Martinez Sr. Level Design & Systems Design

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About Me

I started in the industry as a texture Artist in 1998. I quickly became passionate about design. Leading me into level design and scripting. I have enjoyed the ever-evolving challenges and changes in game design and tools. 

Level Design

System Design

Level Design

  • Grey Blocking
  • Asset Placement
  • Brush Geometry Creation
  • Terrain Sculpting
  • Brush and Terrain Texturing
  • Advanced Lighting 
  • Entity Triggers and Tagging. 
  • Smart Draw

Scripting

System Design

Level Design

  •  Entity Based Level Scripting
  • Unreal 4 Blueprint
  • Multiple Object based scripting languages
  • Visual Scripting 
  •  C#, Lua, Python, Action Script 

System Design

System Design

System Design

  •  Advanced Excel
  • Sql Scripting
  • C# Custom tool generation
  • Design tools and system design
  • Design balancing 

3D Tools

Remote Ready

3D Tools

  • 3D studio Max
  • Maya
  • Blender

Art

Remote Ready

3D Tools

Art is not my focus, but I'm capable of creating 2d and 3d assets. 

Remote Ready

Remote Ready

Remote Ready

  • High end Gaming PC and Gaming Laptop
  • 1 gigabit Internet
  • Webcam / streaming ready.


Unreal 5 quick 2 hour block out

Concept art

Concept art

Concept art

by Hing Chui 

Concept art

Concept art

Testing the new Unreal (5) Modeling tools.

Wolf Eye-Studios "Weird West"

I recently ended my remote contract with Wolf Eye studios. I had a great time working with the remote team.  


Hybrid action RPG SIM

 My core responsibility was creating and scripting side quests for Weird West using the Unreal 4.


 

  • Unreal 4 Blueprint
  • Asset placement
  • Quest Dialogue Integration
  • Quest item creation and editing

More info on Weird West

Spirit Catcher "Indy project"

Spirit Catcher was my first personal Indy game.

 Mobile physics puzzle game

  • Spirit Catcher was my first personal Indy game. This project truly pushed my technical skills and respect for the system outside of my experience. Managed a small team of weekend warriors artists, animators, and a Level Designer. It took about 18 months to complete the game. Used LUA script powered by the SDK Corona.


 The game was built for Android & Apple published to Google Play, Barns and Noble, Amazon, and Apple Store. 


Spirit Catcher Trailer

List of core systems scripted.

 

  • Level Editor
  • UX / UI Design
  • Memory and FPS Optimization
  • Localized for 24 languages
  • Custom Particle System
  • Monetized In App purchases
  • 30+ Achievements 

Android APK File If you interested in playing Spirit Catcher on Android.


Spirit Catcher "Level Editor"

I created the level editor using the Corona SDK scripted in lua.

Net Devil

 Lego Universe MMO.


 Core scripting responsibility.


  • Basic AI for NPC
  • Prototyped: Racing
  • Prototyped: Capture the Flag
  • Prototyped: Arena PVP


Web Action RPG

 

Near the end of Lego Universe I switched teams to work on Fortune Online. I took on the responsibility of balancing the weapons system. SQL Database / EXCEL



Perpetual Entertainment

Gods & Heroes: Rome Rising MMO



Worked with the lead designer and artist to layout multiple zones. Map design correlated with an internal wiki. I was responsible for 2 major outdoor zones and 3 dungeons. On the side, I created macro tools to speed up the entity base scripting. 


 

Outdoor zone 2d map indicating npc placement and level. 

Zombie Studios

Shadow Ops: Red Mercury Military FPS

 Levels were created using Unreal Radiant. I was responsible for 2 levels and 3 low poly multiplayer maps. The levels are old-school brush-based with entity-based scripting.  

 Low ploy multi-player maps that supported Xbox 360 4x split-screen. 

collective studios

Indiana Jones and the Emperor's Tomb  Action Adventure

 Levels were built using a proprietary engine called SlayED it was a hybrid of Unreal and QuakeED. Really impressive engine for its time and had a lot of fun using it. Was responsible for 4 levels and took on additional technical scripting tasks.  

 During pre-production, I laid out 6 maps and design docs. Before Smart Draw became our industry-standard I was using Flash to create interactive 2d maps.  

Miscellaneous

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