WORK ON THE PROJECT
Paper Design documentation
- Worked with other designer to blockout levels in UE5 and UE4
- Assisted in creating and updating additional documentation and excel sheets to communicate with other disciplines
Blockout design
- Collected top-down images to assist the design team to blockout levels in UE5
- Worked with other designer to blockout levels in UE5
- Went through rough landscape passes and terrain painting to assist artists
In-Game Cinematic Sequences
- Blocked out an in-game cinematic using Unreal Sequencer
DESIGN SUPPORT
- Assisted in exporting levels from UE5 and importing into UE4 when the project switched engines
- Used existing data created by engineers to make new characters needed for the project
- Worked with Lead Designer/Design Director to come up with starting controller layouts
- Served as "Lore Master" on the project
- Created zoo levels for engineers, audio, and designers to test out features and aspects of the game
- Assisted with designers in onboarding new designers
- Collected images and edited them for UI artist
- Playtested and gave feedback along with the rest of the design team
LEVEL DESIGN
- Manually placed cover nodes and vault volumes (objects that allowed AI and the player to vault over them) and adjusted them
- Prototyped cover assets and assisted with art in creating those assets
- Learned a system to create tutorials
- Worked with designers and engineers to script blueprint for various gameplay scenarios
- Mastered the use of a system to create wave-based and singular encounter
- Mastered the use of a system to create encounters with varying enemy types
- Assisted cinematics team to make sure gameplay and cinematics blended together
- Worked with artists to make sure gameplay, aesthetics, and metrics melded together well
- Mastered a system to create mission structures and objective markers to lead the player
- Created engaging enemy movement with the use of blueprint scripting
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