Terrence Cronin

Lead Level Designer at The Molasses Flood
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Contact Information
us****@****om
(386) 825-5501
Location
US
Languages
  • English Native or bilingual proficiency
  • Swedish Elementary proficiency

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5.0

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I managed Terrence as Star Wars: The Old Republic's Principal Lead Combat Designer. Terrence acted as both World Builder and Combat Designer on the project, and was responsible for planning and spawning all combat encounters on several of the game's planets, as well as the boss fight sequences for several of the game's class phases. His responsibilities included: - Combat ability design and scripting - Design and spawning of combat encounters - Combat difficulty balancing based on analytics data and tester feedback - Boss fight design and phase puzzle fights Terrence's hard work (which, at some point, involved respawning several thousand encounters over the course of a few weeks) and his creative contributions were instrumental in the project being able to meet release date. I thoroughly enjoyed working with Terrence. He is a quick learning designer with a great eye for game mechanics, strong work ethic and great technical skills. I would work with him again any time.

Wayland Fong

I studied with Terrence in The Guildhall at SMU, where we worked on a semester-long team game project together. His artistic background shines throughout his work, as his levels look amazing in addition to being fun and creative. He has no problem tackling technical challenges as well. Terrence is without a doubt one of the most talented young level designers that I've had the pleasure to work with.

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Experience

    • United States
    • Entertainment Providers
    • 1 - 100 Employee
    • Lead Level Designer
      • Jan 2023 - Present

    • Sweden
    • Computer Games
    • 400 - 500 Employee
    • Living World Experience Owner / Lead Level Designer
      • Jan 2019 - Jan 2023

      As the "Living World" Experience Owner:I lead a cross-disciplinary, cross-Atlantic team responsible to creating and maintaining the world of Contraband. This includes around 40 total devs over the following disciplines: Level/World/Technical Designers, a Gameplay Programmer, Animators, Environment/Vegetation/VFX Artists, and Audio Designers. That means providing direction when there needs to be direction, providing timely feedback, creating production pipelines, and working to improve workflows and tools for the team, connecting all the different threads of game development into a world that is cohesive and impressive, working with external consultants to insure the fictional world respects the cultural norms and values of the part of the world that inspired us and remove any arbitrary barriers that would exclude different players from enjoying our game. Show less

    • Lead Content Designer
      • Oct 2016 - Dec 2019

      - Designed and first pass implementation on all missions including the onboarding experience and boss nodes, oversaw design of side missions / combat nodes / open world content.- Lead a team of 6 content / level designers and 2 world builders. Worked with art to create the visual identity of the world, materials and biomes. - Line Manager for 6 level designers, responsible for their professional growth, resolve disputes, set goals, promotions, etc.

    • Sweden
    • Computer Games
    • 300 - 400 Employee
    • Designer
      • Aug 2012 - Oct 2016

      Generally speaking, a designer at DICE means many things, but most central to the position is ownership over gameplay and making sure the product is stable and bug free. (haha. we try!) Over my 4 years at DICE, I was a Mission Designer on BF4, Level / World Designer on Mirror's Edge Catalyst, MP Designer on Battlefront 2. What that generally means is I: -Design, implement and polish gameplay to high quality level and own it. -Build immersive, well connected, level geometry to support gameplay -Collaborate with other disciplines -Playtest and bug fix to achieve game stability Responsibilities vary from project to project. Please see each project for more details. Show less

    • Canada
    • Computer Games
    • 200 - 300 Employee
    • Contract World Designer
      • May 2011 - Aug 2012

      Initial Position was on Spawn Team. There my responsibilities included helping create the majority of the open world content including ambient and combat spawning, quick travel scripting, elevators After 4 months my services were needed on the Combat Team where I was grouped with 3 other individuals who became responsible for designing combat in the open world and phased (instanced) in detail across 17 planets and transition areas. Post Launch I worked with the levels team to whitebox the next planets for the expansion as well as prototype new enemies and their ability packages. See the individual project for more detail. Show less

    • United States
    • Higher Education
    • 100 - 200 Employee
    • Level Designer
      • Aug 2009 - Dec 2010

      Deliverance - Gears of War single player mapApril to May 2010• Created and scripted a 10-15 minute single player GoW experience in a unique backcountryenvironment with a new mechanic for closing sinkholes.Livitras – Unreal Tournament 3 multiplayer mapFeb to Mar 2010• Re-created DM-17 in a unique and epic custom environment with new additions for flow, new artassets, and a dynamic environment.Animal Cruelty – Fallout 3 single player mapNov 2009 – Dec 2010• Created a compelling story with over 100 lines of dialogue in the main quest developing fourmemorable characters and creating moral dilemma's that change their dynamics and the outcome of thequest.Dogs Triumphant Return – Half Life 2 single player mapJune to July 2010• A unique 3rd person Brawler in the Half Life 2 universe, where you play as Dog, the usually friendly,but fatally devastating when antagonized, robot!• Scripted and designed three new attack moves including a punch, AOE pound, and the ability to throwcars at your enemiesMaster's Thesis – Do Players Explore Off the Critical Path When Given Specific Linear Objectives and Can We Do Anything About It? May to Dec 2010 Show less

    • Lead Designer/Environmental Artist
      • Aug 2009 - Dec 2010

      Synesthetic Dream – Single player game created in the Unreal Development KitTeam Project: Lead Level Designer, July 2010 – Dec 2010• IN PROCESS…Whispering Tower – Single player prototype game created the Unreal Development KitTeam Project: Lead Level Designer, Mar 2010 – May 2010• Designed tutorial level• Completed all lighting passes on level • Created numerous art assets including models and textures • Led a team of four level designers, prepared documentation, led level design scrum sessions, helped develop environmental art style as documented in Art Style Guide Show less

    • Guildhall Student
      • 2009 - 2010

Education

  • Southern Methodist University
    Level Design, Arts and Design
    2009 - 2011
  • Fashion Institute of Technology
    BFA, Computer Graphics and Interactive Media
    2004 - 2006
  • Fashion Institute of Technology
    Associates, Fine Arts
    2002 - 2004

Community

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