RESPONSIBILITIES
- After being approved and signed on as an Intern for Stray Bombay, I was tasked with creating a custom campaign for The Anacrusis.
- Finish & publish my custom campaign “Stray Bay” before June 1st, 2021.
- Design multiple levels that could be played from start to finish and participate in various weekly playtests.
- Work with the developer team at Stray Bombay to offer critical feedback in making the modding tools accessible and friendly to new users.
- Create a trailer and do self-marketing with advertising across social media platforms.
ACHIEVEMENTS
- This was my very first AA Entry-Level Design Job.
- I was hired as a Contract Technical Level Designer due to the quality of my levels in Stray Bay.
- 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 my first two cross-platform levels for a game (PC & XBOX).
Designing My Own Mod & Custom Map
I was given super early access to the modding toolkit by the Stray Bombay developer team. Here they used a modified Unreal Engine 4 Editor, with all the features of the normal engine, as well as some additional things such as GPU Lightmass for rendering lighting. I created a new level inside the editor and got right to work for my very first campaign.
Custom Materials & Texture Editing
I designed a ton of custom materials & textures for the campaign, as well as adjusting them in Photoshop. These textures were imported and replaced some of the default textures the game had and I modified specific items inside Unreal Engine 4 to give them a brand new & different look for players who were familiar with the base game.
Communicating with the A.I. Director
I was in charge of importing the actors and blueprints in order to set up the A.I director for Stray Bay. These actors were required for every single level as it was what built the A.I navigation, enemy spawning, item spawns, and the ability to start and finish the level.