Position
Level Designer / Campaign Designer
Description
For Section 8: Prejudice, I worked on two maps – one Multiplayer map, Whiteout, and one Singleplayer map, Deadwood – and acted as the Campaign Designer for the majority of the project.On Whiteout, I worked in conjunction with two other designers, passing the level off between the various phases of development, but I primarily worked on the initial design of the level and optimization for consoles. On Deadwood, I took the map through all phases of development, from initial design, to blockout, gameplay implementation, deco, and optimization.
My Campaign Designer responsibilities on Section 8: Prejudice mainly consisted of creating and balancing the various weapons, vehicles, structures, and enemy types used specifically in the Campaign. Additionally, I was responsible for maintaining and stabilizing the overall difficulty and flow of the entire campaign for the project.
Roles
- Map Specific:
- Design Sketching / Design Doc Creation
- Geometry whiteboxing / prototyping
- Art Population (Texturing / Mesh Placement)
- Gameplay Scripting & Balance (Singleplayer and Multiplayer)
- PC and Xbox 360 Optimization
- Project-wide:
- Created and maintained gameplay balance for all Campaign-specific weapons, vehicles, structures and enemy types.
- Maintained wiki pages / documentation for Campaign-specific features.
- Assisted other developers in fixing various Kismet scripting issues.