Scattershot: February 2023 – Present
Senior Level Designer
Titles: Project Athena (unreleased)
Responsible for entire level design pipeline, from the creation of multiple white boxes for 2v2, 3v3 and 5v5 PVP gameplay, in addition to several other gameplay formats. Leading a small team of artists to deliver key goals and build on established concept art, in addition to polish and iteration of existing levels to fit desired gameplay goals.
Building a studio levels roadmap, setting out best practices, establishing an LD-Art pipeline from scratch, and championing gameplay and playtests within the studio culture, in addition to providing support in narrative and game design areas when necessary.
Very close cooperation with Technical Director, providing daily feedback on health of game, in addition to establishing and championing a strong collaborative and supportive environment between all departments, narrowing our focus onto high impact deliverables, and refining the game with each iteration
Level Designer
I was also involved in numerous technical passes to update scripts and level logic, in addition to validating other designer’s work and supporting other team members on other maps when required.
Technical Level Design – 2021-2022: Opportunity to hone my technical skills. Worked on an unreleased project within a small team, creating gameplay prototypes, blueprints and delving into AI, whilst also providing level design feedback and insights.
Narrative Design – 2022-2023: Provided a codev experience as a Writer/Narrative Designer on an undisclosed project. Big opportunity to flex my narrative design muscles, including writing game back story, lore, story beats, dialogue, character bios, weaving complex and interconnected gameplay mechanics, narrative and level design into a coherent story, providing level design feedback and support, and helping to mentor and support a small team at very early project stages. Included attending VO recordings and casting & providing feedback to voice actors.
Rebellion Developments: May 2015 – July 2018
Level Designer
Titles: Sniper Elite 4, Zombie Army Trilogy,
At Rebellion, I had the chance to work on Zombie Army 4: Dead War’s “Zoo”, a pre-WW2 Zoo that is now the site of a “Hellgate”, further intensifying undead and demonic activity in the region. In this role I was responsible for the entire level, beginning from scratch from the initial research, sketch up and whiteboxing, all the way through mission and level logic, scripting, enemy and player pickup placement, balancing and polish. While this was my main level, I also helped the other designers on other levels when needed with associated tasks.
Rebellion Developments: May 2014 – May 2015
QA Analyst
Titles: Sniper Elite 3, Zombie Army Trilogy, Harmony Isle, Judge Dredd: Comic Reader, Evil Genius Online, Raceline, Battlezone 98 Redux
My duties included extensive bug-testing and quality assurance of a number of released and upcoming titles across a range of platforms (PC, Xbox 360, Xbox 1, PS3, Ps4, Mobile). Daily tasks involved searching, documenting, tracking and regressing bugs of all types. Plenty of opportunities to liaise with coders, designers and artists and work collaboratively not only to ensure bug-free games but also to enhance the gameplay experience.
Expertise
Level Design Skills
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- Full LD pipeline – sketching, blocking,iteration and optimisation, to final pass
- Designing mission flow, quests, combat encounters, cutscenes, AI placement and difficulty (single-player/ co-op)
In-depth understanding of gameplay mechanics, level flow, pacing and creating tension - Lighting composition
- High-level project presentations
- Create, maintain and share design documents
- Clear and concise communication skills
- Excellent interdepartmental collaboration for best gameplay experiences
- Hands on co-dev experience
Create cross-functional work flows and project timelines - Strong advocate of player experience and player centric development
Narrative Skills
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- Full game and character backstory writing
- All story beats as pertains to gameplay, exploration and level progression
- Lore, diary entries, books, item descriptions and all supporting diegetic player facing information
- Character bios
- Writing all dialogue
- VO casting, attending voice recording sessions, providing actor feedback
Leadership Skills
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- Driving product vision
- Defining LD pillars and philosophy
- Championing design strategy
- Building, nurturing and leading teams
- Fostering cohesion across disciplines
- Driving high level decision making
- Anticipating production bottlenecks and limitations and creating solutions
- Developing close working relationships with leadership
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Technical Skills
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- Quick iteration of various gameplay prototypes
- Visual-based scripting, Unrealblueprints, flow graphs, and in-level scripting
- Weapons and gameplay mechanics exploration
- Ability to pick up new tools, processes, and engines quickly and effectively (3proprietary engines and counting)
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Software
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- Unreal
- Unity
- Perforce
- Jira
- Miro
- Confluence
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