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Level Designer – Single player
Released: August 20th 2013
Genre: Stealth and action-adventure
Platforms: PS3, XB360, WiiU, PC
▲ Blacklist Zero – Andersen Airforce Base, Guam
Blacklist Zero was the main map I worked on. I scripted the Vic narrative walk, the restricted tutorial, the coop take down, the AI encounters as well as ambient life. I worked with many teams and directors in order to make sure the level had what it needed. I also attended playtests to make sure that the intended core navigation and combat gameplay mechanics for this level were being understood and worked directly with the Lead Game Designer on introducing these concepts to the player.
▲ Insurgent Stronghold – Mirawa, Iraq
I assisted on the Insurgent Stronghold map by mainly providing the TriRotor gadget implementation. I worked closely with the Gameplay Programmer and Technical Director in charge of this gadget by troubleshooting, requesting changes and assisting with its documentation. I also did layout changes as well as UI integration, scripting, metric checks and debugging.
Detailed Contributions:
- Worked on multiple levels for the single player campaign in a tight time frame:
- Blacklist Zero
- Insurgent Stronghold – Support LD (TriRotor integration, layout changes, UI integration, scripting, metrics and debugging)
- Two other unreleased levels
- Scripted most placeholder and final in-game events, including but not limited to:
- Narrative walk with Vic
- Restricted tutorial (also scripted a free roam model)
- Coop take-down
- UI (tutorial prompts and projected text)
- AI voices, animations and behaviors
- Service yard AI tasks and animations
- Vehicle and object movement on splines
- Other unreleased exotic/restricted gameplay
- Taught gameplay mechanics through tutorials and visual cues
- Created blueprints for levels, including:
- Level layouts and maps
- Flow and story beats
- Game mechanic introduction and reiteration
- Object placement (AI placement, collectables, triggers, UI, cover)
- Exotic gameplay sequences
- Loading and unloading sub-map matrices
- Worked directly with various team members:
- Level Artists, Modelers, Texture Artists, Narrative team, Scripted Events, Technical Directors, Testers and other Level Designers
- Creative, Animation, Art and Level Design Directors in daily reviews and provided feedback, a working build with requested changes in a quick turnaround
- Worked with Programmers in requesting elements for the levels (gameplay, UI)
- Worked alongside Lead Game Designer in placing gameplay mechanics
- Observed and interacted with play testers and iterated aspects in the levels accordingly
- Requested specific tasks and animations for AI or NPCs
- Proposed lines for AI conversations
- Provided initial art depictions for some areas
- Debugged other levels during debug phase
- Created and tested builds for problems
- Collision
- Navmesh
- Tuning
- Debugging
- Testing in editor and in builds
- Provided scratch audio for Grim Missions
Videos:
Blacklist Zero
Insurgent Stronghold
Watch Conan play one of the levels I worked on!
Image sources for screenshots from IGN: Blacklist Zero, Insurgent Stronghold