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E-mail: CrabPirate@gmail.com

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About Me

Since my first encounter with Super Mario Brothers, I have wanted to create my own environments. When I was 7 I drew levels and enemies for Mega Man with pen and paper. At age 11 I was introduced to the Compaq 386 and created my own levels for Wolfenstein 3D using a DOS-based editor. As 2 1/2D games, such as Doom, Heretic, and Hexen became popular I continued to create levels with D!Match. A year later I received my first Pentium computer and began mapping for Duke Nukem 3D. I didn't change engines until Half-Life 1. Then I moved on to Deus Ex where I got my first taste of subtractive geometry with Unreal Ed. Later that year, I began using Qradient with Quake 3 and Hammer with Half-Life 2. However, despite all of my experience with 3D engines and mapping I did not believe that there were jobs to be had in the game industry.

Therefore, I attended Massasoit Community College with the intent of graduating with a degree in Architectural Technology to becoming a real-life mapper, so to speak. However, while looming over piles of blueprints and tracing paper, I had an epiphany. Designing an office building was not very enjoyable when I did not have to worry about the placement of health packs or plasma rifle ammunition.

I decided that I had to follow my life-long passion and become a game designer. I enrolled in Becker College's Computer Game Design Program and in my junior year a close friend of mine told me about 38 Studio's 1st Annual Massachusetts Game ChallengeSM and we agreed to enter it with our roommate. After hours of hard work, dozens of late nights, and weeks of anticipation we learned that our entry, Munch's Vacation, won first place.

Many people would have been content with simply winning that contest, but for me, it solidified and fueled my drive to work in a legitimate game development company.

Copyright 2010 by James Grant III. All Rights Reserved.