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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.
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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.
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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.
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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.
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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).
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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.
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Level Designer
Designed retro Runescape-style levels in an in-house engine.
Plotted the layout for the entire open world according to movement metrics.