• Lead Level Designer | Head of Visual Design

    • Composed an original art style for the project.

    • Created a pipeline for converting old assets into stylised ones.

    • Wrote an algorithm to generate open world levels at runtime with terrain, POIs, paths & foliage.

    • Designed and scripted cutscenes for marketing content.

  • Level/Quest Designer | Environment Artist | Narrative Designer

    • Wholly in charge of  gameplay experience over a number of open world levels.

    • Designed the flow and feel of numerous levels from a design, narrative and visual point of view.

    • Crafted custom voxel assets as the need arose.

    • Worked closely with other designers to write up a cohesive style guide and unify existing, disparate assets.

  • Level Designer | Head of Visual Design

    • Implemented multiplayer-centric design principles.

    • Managed and nurtured the development of other designers.

    • Composed guides for style and metrics for other designers.

    • Designed the visual theme of the game as a whole.

  • Level Designer | Environment Artist

    • Designed and built modular level components for procedural generation.

    • Integrated with an in-progress development scenario.

    • Worked to pre-established metrics and design specifications.

  • Level Designer | Environment Artist

    • Inherited a small open world level with some basic blockouts.

    • Adjusted the layout of the level in line with development’s ideas.

    • Implemented a more cohesive colour palette and design language.

    • Implemented basic gameplay features (jump pads, physics objects).

  • Level Designer | Environment Artist

    • End-to-end ownership of numerous levels.

      • A small open world.

      • A linear level.

      • A hub world.

      • A tutorial.

    • Shot and directed the trailer.

  • Level Designer

    • Designed retro Runescape-style levels in an in-house engine.

    • Plotted the layout for the entire open world according to movement metrics.