Project:
Unannounced flag ship project
Role:
Level designer on the missions team
Responsibilities:
– Ownership of whole missions and areas of the in-game world from concept and prototype to production and polish (This includes everything from high level design to making sure the collision is watertight etc.)
– Knowledge sharing
– communication and alignment with all relevant disciplines and stakeholders
– Making mission, building levels and parts of the world using both modeling, kit-bashing and procedural tools as well as (open world) terrain, caves & interior design
– Host playtest sessions & give presentations of the results to stakeholders
– Come up with and prototype engaging content and gameplay elements that marry the story rich goal & gameplay beats
– Provide leads with accurate estimates for each stage of development
– Set up challenges (combat encounters, boss fights, traversal puzzles etc.) & rewards (loot, character interactions & unlocks, cinematic cutscenes, collectables etc.)
Tools used:
In-house engine & in-house developed tools
UE5
Microsoft office (Excel, Powerpoint, Word)
Confluence
Ticket & Bug tracking software and various other project management or QA tools
Photoshop
(Screen) Video recording software
This game is unreleased and an NDA prevents me from explaining any details of the work I do. Feel free to approach me for generic questions about my line of work and I will try to answer all those that I am allowed to. My apologies in advance!