I am a self-taught, passionate level designer with 10 years of modding background, excellent technical skills, a good eye for detail, and experience in 1st and 3rd person games. I am also an amateur game designer and programmer, with an education in software programming and some past experience in web design.
I joined this small start-up early on to build a gameplay demo for pitching a PC ARPG game: building the demo level and some of the systems required (camera, audio, UI, editor tools) in Unity3D. I was in charge of the demo level and all audio outsourcing, working closely with artists and engineers to get the demo running on a tight deadline. Then the project pivoted to mobile, and I took on more of a game designer role with emphasis on level design and narrative: researching and breaking down competing games, pitching game mechanics, supporting the narrative design, designing level layouts that could be re-used for a variety of mission types. I ended up being the product owner of the core gameplay of the game: character kit framework, modular skill system, data structure, scene markup, camera setup...
I designed and oversaw the development of the pirate base called GrimHex. I took over the Levski excavation site, added new areas to its existing layout, and got it ready for the Gamescom 2016 live demo. I prototyped and documented a modular building set, as well as the mission system and some environmental gameplay mechanics. I whiteboxed and worked with artists to deliver a modular archetype of a refueling station for large ships. I was also the Lead LD’s right-hand when it came to recruitment and establishing processes, and was the point of contact for System Designers.
I was the 2nd Level Designer recruited at the Frankfurt studio, and worked on a single-player mission for Squadron 42 remotely with the UK team.
I designed the 6th level of the game from beginning to end: documentation, block-out, asset placement, AI scripting, scripted events, mark-up, bug-fixing, optimization, balancing... I was also the owner of the scripting tools (creation of modules, tools requests, editor maintenance). After the game's release, I built a multiplayer level for the last DLC, handled the bug-fixing for all of the remaining DLC levels, and assisted the Homefront 2 team for a few weeks to help flesh out and script multiplayer modes.
In pre-production, I designed and prototyped game mechanics & 3rd-person camera setups, and explored Kinect-based control schemes. I was then put in charge of the Vertical Slice demo and saw it to completion. I was also responsible for designing one of the single-player missions and training newcomers.
I designed levels and prototyped game mechanics for unannounced/canceled projects and single-handedly prototyped an original multiplayer mode using the scripting toolset.
A singleplayer mod 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 gameplay, and put emphasis on developing a unique mood and immersive experience. This project won the Editor's Choice Best Original Art award at ModDB.com in 2010.
A chinese-themed campaign that presents an open, varied and detailed environment to explore, and multiple ways to reach the objectives. I tried my hand at designing a large free-roaming level to learn about its pitfalls and specifics, something that game engines I had used thus far didn't allow.
A medium-sized arena for a coop mode themed around a park and its nearby open-air farmer's market, developed within a month (including discovering the Unreal SDK and 3D Studio Max). It won 3rd prize of the Killing Floor Mapping Contest for which I built it, in 2009.
A short noir story and classic Max Payne 2 gameplay in a level recycled from another project. A strong piece of action, with emphasis put on the cinematic look & feel. I designed and implemented the gameplay into an already built level and developed a short plot and intro to drive players through it.
An action-packed mod for Max Payne 2, featuring classic corridor-shooter gameplay as well as a few innovations to keep it varied and interesting. I designed and scripted the gameplay for two levels and took over the project lead and related tasks (writing, PR...)
An explosive expansion featuring 5 custom levels, full of detailed environments and over-the-top action. I designed and scripted gameplay into three already built levels and took over the project lead and related tasks (writing, PR...)
Total conversion based on the movie Equilibrium, it focuses on implementing for the first time the use of 'gun-kata', a martial art involving handguns, and allowing the player to perform it in arenas inspired from the world depicted in the movie. I design a few arenas with destructible elements to suit the new combat system.
Please head over to my portfolio for more details about these projects and more.