I also wrote walkthroughs for several levels and did layout and scripting for multiple early demos. In both roles, I defined level design workflows and best practices, represented the LD team to other disciplines within the studio, and helped the other LDs solve technical and creative challenges. I started as Technical Design Lead and became Lead Level Designer mid-project. Project Ragtag was a cancelled Star Wars game in production at EA Visceral Games. The first three images above are from mission 2, "Foundation." The fourth image is from mission 7, "Spire." The final two images are from mission 11, "The Command Spire." I then transitioned to the multiplayer team to support the live service, by blocking out a brand new arena map while also bug-fixing and tuning other maps in the pipeline. Post-launch, I performed bug-fixing and code review for the Co-op & Mission Replay update that came out in 2022. I also supported the rest of the campaign by mentoring junior designers with design and implementation feedback on their levels, and performing code reviews to ensure script quality across the campaign. For each of those I was responsible for writing walkthroughs, creating the blockout, prototyping all custom gameplay moments, combat design and scripting, and bug fixing. Halo Infinite (2018-2023, Xbox Series/Xbox One/PC)įor the launch of Halo Infinite, I designed, built, and shipped three campaign missions.
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