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.

The Anacrusis – Campaign Episode 4
The Anacrusis – Campaign Episode 4

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.

The Anacrusis – Campaign Episode 4
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