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Clem Samuel Portfolio

PUBG: Battlegrounds

Madison PUBG Studio
(2021 - 2024)
Hired as a Senior Level Designer, Clem's contributions ranged from production, game, vehicle, and weapon design. His initial contributions were a vehicle and a weapon: the ATV/Quad and the Lynx sniper rifle. Following this and the expansion of the design team, Clem took on manager duties in addition to his developer responsibilities.

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In 2022, Clem officially became the Designer Manager and Senior Developer contributor. In collaboration with level design, Clem was responsible for the game data and other non-level design needs for the Deston map. He/They designed and developed the O12 shotgun and design lead for the Airboat vehicle. Clem and his designers led the development of Tactical Gear, an equipment approach to roles/classes in PUBG Battle Royale gameplay.

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In 2023, Clem's responsibilities expanded to include the development of a new PUBG intellectual property. Throughout the year, Clem managed designers, supported legacy PUBG features, supervised new PUBG map creations, and contributed to and led the initial game design of a new IP. Later in 2023, the design team was reduced, and Clem's responsible shifted to PUBG-level design content creation.
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In 2024, Clem worked on a new intellectual property. He created prototypes, led feature implementation, and assumed whatever design role was needed at any given time: level, game, world, or system design. In addition, Clem resolved the majority of design gameplay bugs, freeing the rest of the design team to accomplish their other tasks.

Filament Games

Filament Games Studio
As a Producer at Filament Games, Clem's primary responsibilities were as a project manager and day-to-day contact for clients. As a 3D veteran at a company that historically creates 2D video games and who relies on developers fresh out of school, Clem's years of experience as a developer, designer, level, game, and more were highly valued and freely shared with others.
(2020 - 2021)

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RUNE Ragnarök and OBS

Humanhead Studio
Hired as a Producer, Clem was the primary producer for two of the three projects in development, Rune 2: Ragnarok and an unannounced project. Clem ran daily team meetings, attended department meetings, orchestrated contract deals, and tracked project tasks. As of 2019, this company has shut down and no longer exists.
(2019)

Virtual Wonders

Virtual Wonders
(2018)
As the Project Manager, Clem managed the company's projects and day-to-day development. He ensured deadlines were met and served as the liaison between internal software development, sales teams, and the end customer. Lead stand-up meetings to ensure team members were on the same page.
As of 2020, this company has shut down and no longer exists.

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The QuieT Man

Humanhead Studio
(2017 - 2018)

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As a Senior Designer, Clem was initially contracted for senior-level design work on a three-month contrac, doing layouts, scripting, enemy encounters, and boss fights. 
Eleven months later, Clem's contributions expanded to include camera system, They led the development of the scripted gameplay camera system for a title that melded out-game cinematics with movie inspired gameplay.

FairPlay, The Game

University of Wisconsin-Madison
(2018)
Clem led game development, voice-directed, produced, and was co-architect of Fair Play, the Game. Clem was also a Research Assistant and game development supervisor for Fair Play, Facilitator Guide, an alternate interface to Fair Play, the Game which would allow future educators to adapt the game to their curriculum.

Raven Software Games

Raven Software
As a Designer, Clem was hired at Raven Software where he worked on Soldier of Fortune 2, the Marvel X-Men Legend series (X-Men Legends I, II & Ultimate Alliance), ID Software's Wolfenstein (2009), movie video game X-Men Origins: Wolverine and original IP Singularity.
(2001 - 2009)

Singularity

As a Level Designer, Clem authored and polished game levels, created and fine-tuned combat encounters, and mentored junior designers professional development and proficiency with Unreal 3 technology.

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X-Men Origins: Wolverine

Clem was a Level Designer and later the Camera Designer. He polished game levels, created and fine-tuned combat encounters using Unreal 2 technology. Clem also collaborated with gameplay software engineers to create a scripted camera system.

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Wolfenstein

Clem was a Technical Designer and Scripter. He implemented scripted events and enemy encounters using the game's AI behavioral system.

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Marvel Ultimate Alliance I

As a Designer, Clem was the creator and author of dedicated story game levels, Star Tower, Dr. Strange Sanctum, Valhalla, Attilan & Doom Tower. He contributed to story lines, role-play mechanics, and character development for the Marvel franchise using Vicarious Visions' Alchemy technology.

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X-Men Legends II

As a Designer, Clem created and authored dedicated story game levels, Genosha Sanctuary, Savage Land, Abandoned WeaponX Facility, X-Mansion Ruins, Egyptian Pyramid, as well as other gameplay levels for the Marvel franchise, using Vicarious Visions Alchemy technology.

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X-Men Legends I

As a Technical Designer, Clem participated in the development and implementation of game architecture and level-editor software. As a Level Designer, Clem authored and polished game levels, combat encounters and scripted events for Marvel franchise, using Vicarious Visions Alchemy technology.

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Solder Of Fortune II

As a junior Designer for a single player game, Clem was responsible for the design content of a feature intended to replace the traditional multiplayer feature. Midway through production the project scope expanded to include multiplayer. Clem's role then expanded as he was promoted to sole Multiplayer Level Designer, using id Tech 3 engine technology.

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