
Undisclosed FPS
About the game
Below are examples of my responsibilities whilst working on this at Awe Interactive.
Roles and responsibilities
Level Design
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Worked on levels from pencil phase, to blockout
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Took ownership of a large percentage of combat spaces, and was solely responsible for their iteration and combat encounter implementation
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Influenced multiple full levels, and worked under guidance of seniors
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Collaborated with art departments to ensure a smooth player experience
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Led blockout to kit pipeline for one kit type
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Worked closely with narrative to ensure impactful moments had a relevant place, and pacing worked with narrative structure
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Prototyped spaces in pre-production
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Created detailed research notes, intensity graphs of reference material, and helped onboard (sharing knowledge, creating template encounters)
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Iterated based on feedback, and provided feedback to others
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Worked within constraints such as: reusing environments, retrofitting layouts to have new purposes
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Traversal areas for reward and pacing
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Applied guidance techniques to enhance navigation and players spatial awareness
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Helped to establish metrics
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Gained experience in designing varied player journeys across interconnected spaces
Combat encounters
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Collaborated with AI Programmers by feedbacking on enemy AI, to improve gameplay feel and enhance the worlds responsiveness
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Created a diverse array of engaging combat spaces and refined them based on feedback
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Balancing encounters to player abilities, carefully considering sightlines, cover and enemy placement
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Set up encounter logic to drive enemy behaviour and craft the desired combat experience
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Helped shape combat pacing and intensity across multiple missions
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Explored ways to integrate combat into open and constrained environments
