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urban terrorSilicon Ice Development (2002-2004)JOB TITLE: Level Designer - ModelerCONTRIBUTIONS: Level Design, Created Meshes & Textures, Shader Scripting, Lighting
Urban Terror is a free stand alone total convertion of Quake III Arena from ID Software. Urban Terror is a fast paced, realistic first person shooter. Urban Terror is probably the premiere modfication for Q3, and has been worked on by many different industry professionals working for big game companies such as EA, Ubisoft, Raven, and many many others. Urban Terror was premiered as the LAN party game of the week many times on the TechTV Show “The Screen Savers”. During my stay on the team I created a great deal of assets and helped other level designers on the team with asset creation and process.
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Getting Up: Contents Under PressureThe Collective (Apr 2004 - Oct 2005)JOB TITLE: Level DesignerCONTRIBUTIONS: Designed and Created Mission 1 Tranes Hood Legends Poolyard, Storefront Row, and Schoolhouse Rage. Designed and created mission 6 freeway: Kids think they’re bulletproof. (this level was demo’d at 2005 E3) Designed and blocked out Tramnet Safe Cars Mission. Designed and blocked out subway car washer machine. Worked with Engineers and scripters to design ingame systems such as Navigation, freeform graffiti, freeway cars, traffic, and pedestrians.
Getting Up is an action/adventure graffiti game for ps2/xbox/pc. Getting Up follows the exploits of Coltrain Crowley, a self styled recluctant urban Braveheart fighting his way to get his name up and solve the murder of his father. This game opened to mixed reviews, but has a great story and solid game mechanics with its graffiti/navigation systems. Billed as “get in, get up, and get out” GU has some of the most exciting urban gameplay in any game out there.
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Snoopy vs The Red BaronSmartbomb Interactive (Oct 2005 - Jul 2006)JOB TITLE: Level DesignerCONTRIBUTIONS: Mission design documentation for single player levels in the game. Rough Geometry and glameplay blockout for single player missions. Worked with game scripters on getting levels playing to design. Created rough meshes for some custom vehicles/bosses in some missions.
Snoopy is back in the cockpit of his Sopwith Camel in hopes to thwart the evil flying circus and its leader, the Red Baron. This game is a lighthearted yet challenging game for both children, and adults with a lot of great experiances. This game is for PS2/PC/psp, and contains some really cute cut scenes along with some really exciting and engageing gameplay. The PSP version has a great multiplayer mode that even the big kids will find to be worth hours of fun.
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Medal of Honor: VanguardElectronic Arts (Jul 2006 - Nov 2006)JOB TITLE: Game DesignerCONTRIBUTIONS: Operation Husky: rough geometry, nav mesh & gameplay scripting on bunker missions to destroy shore batteries. Operation Market Garden: Helped with first mission and rough geometry, nav mesh and scripted Tiger Tank mission in the town square. Also worked with engineering to revamp tank behaviors
Possibly the last Medal of Honor on PS2, this game trys to take up the banner of MOH Frontline, and give the player a different perspective of WWII from the airborne units perspective. There are a lot of great missions in this game that has solid and proven player mechanics along with exciting missions that take you there.
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Turning Point: Fall of LibertySpark Unlimited (Nov 2006 - Jun 2007)JOB TITLE: Senior DesignerCONTRIBUTIONS: Designed and scripted Missions, roughed in raw geometry, worked with artists and engineers on ingame systems including AI behaviors, climbing and beam walking systems. Designed and scripted Skyscraper, Barricade, Tower of London & Whitehouse missions
Turning Point: Fall of Liberty delivers an explosive FPS experience in a world where famous locations and landmarks appear startlingly different under Nazi occupation, and will pose a new, very personal battle for players on their home turf. As Dan Carson - a reluctant New York City construction worker turned freedom fighter - gamers must survive the initial invasion before regrouping with other U.S. resistance members to take the fight back to the Nazis. Always outmanned and outgunned, players have to use a handful of guerilla tactics as they attempt to stop the world's now notorious war machine.
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Spongebob Squarepants feat. Nicktoons: Globs of DoomIncinerator Studios(THQ) (Sep 2007 - Aug 2008)JOB TITLE: Lead Level DesignerCONTRIBUTIONS: Designed, scripted and created rough geometry and collision for missions including Zim's world, and Tak's temple. Designed Cameras and other game systems. Lead team of 6 level designers. Scheduling and other documentation
A Brand New Villain approaches from space: GLOBULOUS! Our Baddie threatens to cover the world with matter-controlling snotty goo! Heroes AND Villains must unite to tackle this threat, but can they be trusted to work as a team?
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Cars Race-O-RamaIncinerator Studios LLC (Aug 2008 - Jun 2009)JOB TITLE: Sr. DesignerCONTRIBUTIONS: Design, scripting and rough geometry for Stunt Mater, Tokyo Mater, & El Materdor mini-games. Also designed, scripted, and roughed out Mack Track Challenge.
Lightning finds out that Chick Hicks has his own set of academy student racers who don't always compete fairly. These student racers are preparing to race in the same competitions in order to propel Chick Hick's academy to the #1 spot. The races take place at various tracks from the beaches, into the cities and off to the Baja desert. Along the way, racers are upgrading their abilities and customizing their look. The finale consists of a fully modified, ultimate Lightning McQueen racing against a fully modified Chick Hicks for the Race-O-Rama trophy. Let the race begin.
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A Visit From St. NickiKid Media (Oct 2005 - Jul 2006)JOB TITLE: Contract DeveloperCONTRIBUTIONS: Primary programmer of all sections of the app including the interactive sequences.
A Visit From St. Nick is a childrens interactive ebook created for iPad. It not only tells the tale of the night before christmas, but lets the user interact with the story.
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FlickemJoseph A Mauke (Jan 2011 - Mar 2011)JOB TITLE: DeveloperCONTRIBUTIONS: Create the original concept, systems, mechanics, user interface, programmed the app & coordinated its release.
FlickEm is a fast paced dexterity puzzle solver. Race the clock to flick 100 colored chips into matching colored pockets in 100 seconds or less. Use strategy to store up specialty chips in four storage locations to use later. Wildcard chips boost scoring, and unlock chips unlock colors that have been locked when you flick 6 like colored chips in a row. Many ways to score, many ways to win, and all of them lots of fun! Think fast, act fast!
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Flickem HDJoseph A Mauke (Jan 2011 - Mar 2011)JOB TITLE: DeveloperCONTRIBUTIONS: Create the original concept, systems, mechanics, user interface, programmed the app & coordinated its release.
FlickEm HD is a fast paced dexterity puzzle solver. Race the clock to flick 100 colored chips into matching colored pockets in 100 seconds or less. Use strategy to store up specialty chips in four storage locations to use later. Wildcard chips boost scoring, and unlock chips unlock colors that have been locked when you flick 6 like colored chips in a row. Many ways to score, many ways to win, and all of them lots of fun! Think fast, act fast!
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In The ClubUpgraded Studios (Apr 2011 - Aug 2011)JOB TITLE: Director of OperationsCONTRIBUTIONS: Managed the entire project, including all production and business. Brokered the deal with JNJ Mobile for funding. Setup server backend, helped with javascript-php-html5 programming of the game and toolset. Helped with monetization model, and coordinate community setup.
In The Club is an HTML5 based mobile social game created specifically for the Mocospace mobile social network. In The Club lets you own a hot nightclub and compete with other players clubs. Customize your club with items earned or purchased while playing with friends and others.
About Me
I have been working in the console game industry for many years. Over my career I have been lucky to work on some amazing games at a lot of great companies. I love what I do, and when you love what you do, you really never have to work a day in your life..
Console Game Design
Over my career I have worked on many different platforms including Playstation2, Playstation3, Xbox, Xbox360, Wii, and even the PSP. Each of these consoles have their own quirks and I have loved different things about each of them. I have worked on many different genre's including action & adventure games, platformer's, brawler's, driving, flying, fantasy, and even 2 first person shooters. I have worked with a lot of proprietary toolsets and pipelines as well as high profile engines like Unreal3 and Crytek3.
Mobile Application Development
I really do like what mobile platforms such as iPhone and iPad offer to developers in the way of low barrier to entry and great development pipelines. Also the market for mobile games has grown by leaps and bounds. My first mobile game FlickEm, was a great way for me to get my feet wet with the process and pipeline for mobile devices. I learned a lot, but I didn't feel as challenged as when I decided to create a social game on mobile using non platform specific code like HTML5. I love a good challenge.
Software & Toolset Proficiencies
I have worked with many different software packages including 3D creation tools like Maya, 3DStudio Max, Bryce 3D, Milkshape, Sketchup, Blender, & Terragen. I am also proficient with image creation tools like Photoshop, gimp, Paintshop Pro and Inkscape. World building tools and visual scripting environments I have worked with include Unreal3, UnrealEd, Quark, World craft, GTKRadiant, Hammer, & Crytek3. Common office and productivity tools like Microsoft Office, Visio, Visual Studio, MS Source safe, Alien brain, & Perforce are second nature to me. I have scripted/programmed in many languages including Javascript, PHP, Perl, XML, LUA, C, & Unreal Script.
Skillset
- Level Design
- System Design
- Monetization & Gamification
- LUA Script
- Java Script
- PHP, C, C++
- Project Management
Testimonials Prev Next
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It was fun working with Joe on “Nicktoons: Globs of Doom”, and within that short development cycle we managed to squeeze in quite a lot of creative stuffs between design and art. In my eyes Joe is a proactive designer who is always gung-ho to try (and dare to say) to make things happen, and with this straight forward attitude things do get done faster.
- Eric Lynn, Incinerator Studios -
Joe Mauke is a champion for the player. His strong technical knowledge comes with the certainty that no amount of technology matters if it doesn't serve the player. He's a strong asset to any team that wants to keep the end user front and center during every aspect of the design.
- Joe McDermott, Xaviant -
Joe is a very hard working person and puts tremendous amount of time to finish the work that is given to him. He's a team player and always open for suggestions and feedback. If I have a chance, I would love to work with Joe in the future!
- Susan Won, The Collective
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Connect With Me
drop me a line
Contact Details
- Joseph Mauke
- 2040 Oceanside Blvd Oceanside, Ca 92054
- joemauke@gmail.com
- (619) 400-7578
- painlessteele@yahoo.com
© 2011 Joseph A Mauke. All Rights Reserved.
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