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White Brick Wall

Undisclosed FPS

About the game

Below are examples of my responsibilities whilst working on this at Awe Interactive.

Roles and responsibilities

Level Design 

  • Worked on levels from pencil phase, to blockout 

  • Took ownership of a large percentage of combat spaces, and was solely responsible for their iteration and combat encounter implementation

  • Influenced multiple full levels, and worked under guidance of seniors

  • Collaborated with art departments to ensure a smooth player experience

  • Led blockout to kit pipeline for one kit type

  • Worked closely with narrative to ensure impactful moments had a relevant place, and pacing worked with narrative structure

  • Prototyped spaces in pre-production

  • Created detailed research notes, intensity graphs of reference material, and helped onboard (sharing knowledge, creating template encounters)

  • Iterated based on feedback, and provided feedback to others

  • Worked within constraints such as: reusing environments, retrofitting layouts to have new purposes

  • Traversal areas for reward and pacing

  • Applied guidance techniques to enhance navigation and players spatial awareness

  • Helped to establish metrics

  • Gained experience in designing varied player journeys across interconnected spaces

Combat encounters 

  • Collaborated with AI Programmers by feedbacking on enemy AI, to improve gameplay feel and enhance the worlds responsiveness

  • Created a diverse array of engaging combat spaces and refined them based on feedback

  • Balancing encounters to player abilities, carefully considering sightlines, cover and enemy placement

  • Set up encounter logic to drive enemy behaviour and craft the desired combat experience

  • Helped shape combat pacing and intensity across multiple missions

  • Explored ways to integrate combat into open and constrained environments

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