Position
Level Designer
Description
I joined the Level Design team for Section 8 about mid-way through the production phase. During that time, I took one map, Utah Crash Site, through all phases of development, from initial layout to PC and Xbox 360 optimization. I also prototyped out a few other maps (3) during that time, but they were not taken beyond the gameplay testing phase in order to lighten team workload.
In addition to my Level Design responsibilities, I also took on a few Game Design goals. These goals ranged from the creation of feature wiki pages with strictly outlined requirements to the creation of a variety of new UnrealScript classes (i.e. Campaign-specific loadouts, new volume types based on LD requests, weapon modifications, etc)
Roles
- Map Specific:
- Design Sketching / Design Doc Creation
- Geometry whiteboxing / prototyping
- Art Population (Texturing / Mesh Placement)
- Lighting
- Gameplay Scripting & Balance (Singleplayer and Multiplayer)
- PC and Xbox 360 Optimization
- Project-wide:
- Prototyped baseline SP scripting needed for Campaign mode.
- Worked on select minor game design tasks and tweaks.
- Assisted other developers in fixing various Kismet scripting issues.