Section 8: Prejudice

Deadwood - Start Area I
Deadwood - Start Area II
Deadwood - Anti Air Outpost
Deadwood - Anti Air Cannon
Deadwood - Landing Pad
Deadwood - Frontlines
Deadwood - Checkpoint
Deadwood - Bunker
Whiteout - Caverns
Whiteout - Comm Relay
Whiteout - Mobile Drill I
Whiteout - Mobile Drill II
Whiteout - Damaged Platform
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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.