
About Me
Adam Bideau

Experienced level designer seeking a position that will continue to grow my skill set and advance my career. I am passionate about collaborating with a team to scaffold creative designs from the ground up using acquired knowledge and skillful digital architecture. In my free time I enjoy reading, sports, food, and shocking I know, video games.
My game interest was built from a young age with all the early 90’s nostalgia you can imagine. As consoles, stories, and media evolved, so did my technical interest. I wanted to know how everything worked. I started researching games on a foundational level. While somewhat antiquated today, video game modding caught my interest. Seeing how games function by way of altering their design.
Being from a small town in Kansas, access to resources and game design education was limited, but college opened doors for me to explore my potential. When it came time for grad school I decided to pursue my passions, and I am grateful for the opportunity to work in this industry.
Education
2013-2015
Southern Methodist University, Guildhall
2009-2013
Washburn University
Master of Interactive Technology – Digital Game Development, Specialization in Level Design
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Worked as a Student Level Designer and created interactive designs titled and . Folded Reign of Blades
Bachelor of Integrated Studies
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Worked as a Student Web Assistant and helped with site/data management and custom web design.
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Computer Science Club, Film Majors Club, Board Game Club.
Work Experience
Slipgate Ironworks
Lead Combat Designer – Contract Position
April 2024 - August 2024
id Software
Level Designer
February 2016 - January 2023
id Software
Level Design Intern
June 2015 - February 2016
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Served as a consultant, working with Slipgate’s creative contributors to help establish an engaging combat loop for their in-progress title.
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Designed and built spaces that are readable, traversable, visually interesting; specifically creation of automaps and facilitation and maintenance of traversal tool and encounter manager.
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Worked with the design team, art team, programming team, and production team to prototype all puzzles, objectives, and combat spaces/scenarios to create clean, superior quality combat experiences.
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Spearheaded the start to finish process of multiple game levels on various titles, personally structured the combat arenas and all game play features within these designs.
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Created master level gameplay pass on main game levels for Doom Eternal.
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Oversaw setting up streaming volumes to make the games run at 60 fps and through collaboration with the visual team refine collision and art model optimization (Multiple Titles).
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Scripted gameplay logic and integrated animations into the game engine.
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Mentored and worked with other content designers to improve their creative and technical abilities.
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Integrated myself into the id family. Established knowledge and skills that helped me to be an effective member of the design team.