RESPONSIBILITIES
- After being hired as a Technical Level Designer, I was immediately assigned to work on Episode 4.
- I Designed ‘Holdout’ Events found throughout the official Episode 4 Campaign.
- Had the great opportunity of designing the Finale Room (Engine Room) event in Episode 4 that ended the chapter.
- Worked closely with Environment Artists to communicate 3D Art asset collisions & navigation issues.
- Did in-level balancing and difficulty with the enemies for each level within Episode 4.
- Participated & Ran weekly playtests with the team for balancing out the events that I designed within the Episode.
ACHIEVEMENTS
- This was my very first AA Entry-Level Design Job.
- I was hired in as a Contracted Technical Level Designer due to the quality of my work and my prior modding experience.
- I was one of the first community modders to have their level showcased to the world and have it officially released by the company’s development team.
- I created the ending objective for The Anacrusis’s Episode 4 .
- My first game title that I worked on which was released for both PC & Xbox.
Technical Level Design
I was in charge with communicating with the A.I director to ensure each level for the Episode 4 Campaign was correct. To do this, I had to implement a ton of navigation, building, editing, and debugging for the A.I Director. I used the blueprint actor called The Level Context Debugger, to fix and debug item spawns outside the playable areas as well as enemy spawns that seemed out of place.
Entity/Actor Scripting
One of the amazing things with The Anacrusis and it’s toolset is it’s being developed to be friendly for Source Engine modders. A lot of the Actors have visual scripting in their properties so it’s easier to connect things such as buttons to doors and much more. I did a ton of this for the Holdout events to where players have to survive against waves and waves of alien hordes.
Navigation & Blocking Volumes
I placed around 300+ navigation & blocking volumes to communicate with the A.I Director for the in-game Aliens & Human bots to work. These navigation volumes help coordinate navigation as well for the in-game A.I to determine what path to go, where to spawn, and what places to stay out of. It was very important that the navigation was 99% correct or else the game would not spawn any enemies for the players to shoot at.