Current
  • Designer at 2K Marin
Past
  • Level Designer at TimeGate Studios
  • Assistant Agitator at Idle Thumbs
  • Assistant QA Lead at Perpetual Entertainment
  • Temporary QA Analyst at Sony Computer Entertainment America
  • Freelancer at The Portland Mercury
  • Publisher at The Journal of the Compugraphical Video Entertainment Medium
Education
  • Portland State University
Connections
79 connections
Industry
Computer Games
Websites

Steve gaynor’s Summary

I've gone from writing about video games, to testing them, to designing them. I am currently at work on the sequel to Bioshock.

Steve gaynor’s Specialties:

level layout and gameplay design, event scripting, writing


Steve gaynor’s Experience

  • Designer

    2K Marin

    (Public Company; 11-50 employees; Computer Games industry)

    April 2008Present (4 months)

    I contribute to all design aspects of Bioshock 2.

  • Level Designer

    TimeGate Studios

    (Privately Held; 11-50 employees; Computer Games industry)

    March 2007March 2008 (1 year 1 month)

    I laid out gameplay, built, lit and textured world geometry, scripted events and placed art assets for F.E.A.R.: Perseus Mandate, a standalone FPS expansion for PC and Xbox 360.

  • Assistant Agitator

    Idle Thumbs

    (Non-Profit; 1-10 employees; Writing and Editing industry)

    July 2005March 2007 (1 year 9 months)

    I was a regular contributor of editorial and news content on the subject of video games and game culture to www.idlethumbs.net

  • Assistant QA Lead

    Perpetual Entertainment

    (Privately Held; 51-200 employees; Computer Games industry)

    March 2006March 2007 (1 year 1 month)

    I created testplans, assigned QA tasks, and saw them through to completion. I participated in feature documentation and feedback on Gods & Heroes, Perpetual's first game in development.

  • Temporary QA Analyst

    Sony Computer Entertainment America

    (Public Company; 5001-10,000 employees; Computer Games industry)

    September 2005February 2006 (6 months)

    As a contract employee of Sony through Nelson Staffing, I tested near-complete video games for defects and reported any bugs encountered through proprietary web-based tracking software.

  • Freelancer

    The Portland Mercury

    (Privately Held; 11-50 employees; Publishing industry)

    December 2004July 2005 (8 months)

    I contributed a number of short articles relating to video game issues, which ran in Portland's leading weekly alternative newpaper.

  • Publisher

    The Journal of the Compugraphical Video Entertainment Medium

    (Privately Held; Myself Only; Publishing industry)

    August 2004April 2005 (9 months)

    Sole creator, writer, editor, and publisher of JCGVEM, a small-press zine I used as a springboard for my ideas about video games and game history. Ran 3 issues; locally distributed in Portland, OR.


Steve gaynor’s Education

  • Portland State University

    Bachelor of Art, Sculpture, Art History, 20032005


Additional Information

Steve gaynor’s Websites:

Steve gaynor’s Interests:

Old films, video games, city life, travel, short fiction, writing, game design, level design, indie music

Steve gaynor’s Honors:

- 2nd place, FilePlanet's F.E.A.R. Map, Movie, and Mod contest, 2006.
- Annual Art History term paper award, Portland State University, 2005.


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