Reading your resume, the most critical thing is to show, don't tell. You have some good things in there, but they are not obvious.
Education says you graduated this year. Great. That puts you firmly as an entry level worker. Very clear you've got a BFA in sculpture (rather than digital arts or something game related, but that's okay I guess), and an associates degree in visual communications. You might consider adding some bullet points about notable work you did in school, assuming you've got some. Now I know what jobs you might work out for.
Skills. Most of this is telling. You state you have sketched and made concepts, you state you've worked with unspecified level editors, you state experience "designing major gameplay systems" that are unspecified. You state that you can use Photoshop, InDesign, Illustrator... which are fairly basic expectations considering a BFA. You made timed sketches, like everybody else who has ever had a sketch or drawing class. You state you've got experience with materials in 3D works, which again should be obvious from the whole "sculpture concentration" above.
Cut that whole "skills" section. You'll be reusing some of it by SHOWING what you did, give examples of specific projects and how you used them. They are useful details, but not out of context like that.
The Experience section shows a gross misunderstanding. "Experience" is a single word shortening of "Work Experience", or "Professional Experience". If you did not get a paycheck for the task, it does not belong under "Experience". I notice you list both your associates and bachelors degrees as "experience", they are not; if you want to call out any work done as part of your education they belong as bullet points under education.
You don't get to list Mechwarrior:Living Legends under "level design experience" unless you actually worked at a paid job and your job title was "Level Designer". If you built a mod or maps you need to list it under a "hobby projects" area or similar that doesn't represent paid work experience. You should also call out details of what you did specifically versus what others on the team did.
You don't get to list "CryEngine 2" design experience unless you worked for Crytek, or worked at a company using CryEngine and your job title was "Level Designer". If you built some maps or mods, again that goes under "hobby projects", not "Experience".
You don't get to list "Boy Scouts" as a 10-15 year old under job experience, but you might be able to put it in a "hobby project" or "Other life experience" area. It doesn't have much to do with game development, but if you're struggling with content on an entry level resume it shows you did stuff without being too much of a filler or rejection-inducing material. My guess is you don't need it.
Cassano's Pizza King as a delivery driver... This CORRECTLY BELONGS under Experience. It shows you an hold a job for five years, show up to work every day, take instructions and follow them. That is a good thing.
Boosalis Baking also CORRECTLY BELONGS under Experience. You can hold a job, show up to work, take instructions and follow them.
You hid those in Experience. You may think it is embarrassing because it isn't game related, but employers know you are an entry level worker. Once you've got a few professional jobs you can let them roll off the bottom of the page. But for now they are critical because they show you can keep a job long term, can work while in school, and more.
Freelance Graphic Design work June 2015-Present... Sorry, doesn't count as experience yet. If you have some regular and repeat contracts and you can list who you contracted with, then it may eventually be appropriate for Experience. Unless you've got at least six months or so of regular paid experience, it stays under "Hobby Projects".
Your awards are GOOD. Keep them, but group the details together.
I'd restructure with this format:
Education:
BFA
Visual Communications
Academic projects included:
* Project 1, something you did solo and the tools you used, what made it awesome with keywords like InDesign or Illustrator.
* Project 2, something you did with a group and the tools you used, what made it awesome with keywords like Sony Vegas or AVID Editing.
* Project 3, some other project, what made it awesome with keywords like Flash or Papyrus or Typography.
Hobby Projects:
* Mod of the Year 2009
> Gushing details, link to award web site
> Link to project
* Crysis Mapping Competition
> Gushing details, link to award web site
> Link to project
* Other Hobby Project
> Details about your hobby project
> Link to project
Work Experience
* Boosalis Baking - shows you picked up a day job while still finishing school
* Pizza King -- you held a job for five years, plus kept it as a night job with the one above while still in school. Shows you can work hard if you have a mind to.
Assuming the Mod of the Year was entirely or mostly just your work, you could probably get picked up pretty quickly as a level designer... except for the fact that level designer jobs are extremely rare. They exist and you should apply if you find any, but you'll need to be doing a lot of hunting, primarily through word-of-mouth and finding friends-of-a-friend, to find that rare opening.
After that I would probably focus on any art position you feel qualified for, probably modeling and concept art based on what I see on paper. There are far more openings and once inside you can keep your eyes open for opportunities to design levels in addition to your primary artwork role, then transition over when the rare opportunity appears.