• Lead Designer with 13 years’ experience in First Person Shooters and 3rd Person Action Games.
• Level builder, combat designer, and scripter. Specialist Weapon designer and builder.
Borderlands2: Tiny Tina's Assault on Dragon Keep - Lead Designer
Borderlands2 - Senior Level Designer / Combat Scripter
Borderlands the Presequel - Senior Level Designer / Combat Scripter
Aliens Colonial Marines - Senior Level Designer / Combat Scripter
Medal of Honor 2010 - Senior Level Designer / Combat Scripter
Medal of Honor Airborne - Senior Level Designer / Weapons Design Lead
Art Institute of California Los Angeles - Game Design Instructor
PSI-Ops - Level Designer / Combat Scripter
Mortal Kombat Deception - Level Designer / Combat Scripter
John Woo's Stranglehold - Level Designer
Lead Level Designer @ • Lead Level Designer and team lead. From January 2011 to May 2015 (4 years 5 months) Lead Designer - Borderlands 2: Tiny Tina's Assault on Dragon Keep @ Lead Designer
• Original DLC concept and team lead coordinated all departments to deliver a full 8 hour campaign.
• Project Lead on a 6 month schedule and delivered. Responsible for level design and gameplay.
• Level design and combat direction across the entire DLC, all maps.
• “Immortal Woods” and “The Forest” Level Builder and Combat Scripter. From December 2012 to May 2013 (6 months) Borderlands 2 - Senior Level Designer @ Senior Level Designer
• “The Once and Future Slab” and “Hunting the Firehawk” Plot Missions Designer and Scripter.
• “Thousand Cuts” and “Frostburn Canyon” Level Builder and Combat Scripter.
• “Cult Following”, “Defend Slab Tower”, “Shoot This Guy in the Face”, “Rocko’s Modern Strife”, “Poetic License”. Side Mission Designer and Scripter. From February 2011 to January 2013 (2 years) Medal of Honor 2010 - Senior Level Designer @ Senior Level Designer
• “Belly of the Beast” Finale Defend and “Breaking Bagram” Level Builder, Scripter.
• “Rescue the Rescuers” Level Builder and Scripter.
• Team leadership and mentoring other designers. Facilitate team interaction with other depts.
• Single Player Campaign original high level story and mission design concepts. From August 2005 to January 2011 (5 years 6 months) Greater Los Angeles AreaThe Art Institute of California Los Angeles - Game Design Core Instructor (Side Job) @ Game Design Instructor (Side Job)
• 3 Semesters, Unreal UDK Level Building and Scripting Class of 25 students, A.I. Santa Monica.
• I taught class Monday nights while also working at EA Los Angeles From January 2010 to December 2010 (1 year) Medal of Honor Airborne - Senior Level Designer @ Senior Level Designer
• “Der Flakturm” (Flak Tower) Final Level, Level Builder and Scripter.
• “Husky” and “Neptune” Level Builder and Scripter.
• Airborne Husky Prototype Level Builder using Radiant and MOH Pacific Assault Engine.
• Airborne Weapons Design Lead. Original 2005 Weapon Upgrades concept and game play. From August 2005 to September 2007 (2 years 2 months) Greater Los Angeles AreaPSI-OPS: The Mindgate Conspiracy - Level Designer @ Level Designer
• “Unfinished Business” and “Everything We Worked For” Level Builder and Scripter.
• “Training Mode” Level Designer and Scripter for all training missions. From May 2003 to August 2005 (2 years 4 months) Greater Chicago AreaJohn Woo's Stranglehold - Level Designer @ Level Designer
• Level builder for Level 2-3 the Mob boss Restaurant and Casino Level. From August 2004 to July 2005 (1 year) Greater Chicago AreaMortal Kombat: Deception - Level Designer @ Level Designer
• Konquest Mode: “Order Realm” Level Designer and Scripter quest and fetch missions. From May 2004 to August 2004 (4 months) Greater Chicago Area
BFA, BFA Drawing and BFA Graphic Design @ Ball State University From 1996 to 2001 Ryan Heaton is skilled in: Unreal 3, Level Design, PS3, Xbox 360, Artificial Intelligence, Console, Game Art, Unreal Engine 3, Gameplay, Unreal Editor, Unreal, Video Game Development, Game Design, Game Development, Video Games