Clement Melendez Experiences Games Mods Essays Resume
Experiences Games Mods Essays Resume

Clément Melendez — Level Designer

Professional Experience


Meow Wolf | Remote work
Technical Experience Designer
Q4 2018 - now
Hexagram | Remote work
Designer & Software Developer
2017 - 2018 | 8 months

Hexagram is a small company specialized in interactive experiences. I joined them to develop chatbots for Skype.

Symbiotic Entertainment | Remote work
Game Developer
2016 - 2017 | 8 months

I was one of the co-founders of this US-based startup of 12-15 members. We started by building a demo for a MOBA-like game in Unity, but pivoted towards developing a mobile ARPG for the Chinese market.

Cloud Imperium Games - Foundry 42 | Frankfurt, Germany
Senior Level Designer
2016 | 9 months

I played a critical role in designing locations, missions, gameplay mechanics and tools for the persistent MMO component of Star Citizen.

Level Designer
2015 – 2016 | 7 months

I joined the Frankfurt studio early after it opened and contributed to establishing a strong design team there.

Crytek | Frankfurt, Germany
Level Designer
2012 – 2015 | 2+ years

I was part of the full development of Ryse - Son of Rome as one of the most technical level designers on the team.

Junior Level Designer
2011 – 2012 | 15 months
Intern Designer
2011 | 6 months

Modding Experience


Crysis | The Call of the Fireflies | 4 months

A singleplayer level depicting an old man who follows mysterious fireflies out in the wilderness, solves puzzles along the way, and tries to survive the winter cold. I experimented with the most basic FPS game mechanics (walk, interact) to create interesting puzzles, and emphasized developing an immersive experience. It won the Editor's Choice Best Original Art award at ModDB.com in 2010.

Crysis | Mandate of Heaven | 1 year

A Chinese-themed campaign that presents a varied open environment to explore, and multiple ways to get to objectives. I wanted to learn the principles and challenges of designing a large free-roaming level.

Killing Floor | Corner Market | 1 month

A medium-sized arena for a coop mode, themed around a farmer's market in London. Developed within a month, it won 3rd prize in the Killing Floor Mapping Contest in 2009.

Max Payne 2 | Boiling | 4 months

A short noir story emphasizing a cinematic look & feel. I designed and implemented the gameplay and developed a short story and intro to drive players through it.

Max Payne 2 | 7th Serpent: Genesis | 1.5 years

An action-packed campaign for Max Payne 2 taking place in a conference center. I designed and scripted gameplay for two levels.

Max Payne 2 | Mona: The Assassin | 2.5 years

An expansion featuring 5 custom levels, full of detailed environments and over-the-top action. I designed and scripted gameplay for three levels.

Max Payne 2 | Hall of Mirrors | 1 year

A total conversion based on the movie Equilibrium. It was the first use of 'gun-kata' in a game, a martial art involving handguns. I designed a handful of levels full of destructible elements to react to the new combat system.