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

Clément Melendez — Level Designer

Professional Experience

Magnopus | Remote work
Level Designer
Q3 2023 - present

Information about my work will be available when projects are released to the public.

Innerspace VR | Remote + Paris, France
Game & Level Designer
Q3 2022 - present

Information about my work will be available when projects are released to the public.

Hexagram for XLA | Remote work
Tools Engineer
Q1 2023 - Q3 2023 | 9 months

I developed a web-app toolset to author and playtest quests for Metaverse worlds, and the backend service running the quests.

Magnopus | Remote work
Q4 2022 | 2 months

I got contracted by Magnopus to drive the design of an augmented-reality media campaign for Nissan EVs, and help meet an aggressive deadline.

Hexagram for Magnopus & Dubai Expo 2020 | Remote work
Senior Quest Designer/Developer
Q4 2019 - Q4 2021 | 2 years

I designed and built the whole quest engine for the Dubai 2020 Expo and contributed to the design of its quests, and worked directly with Expo, Magnopus & Accenture.

Meow Wolf | Remote work
Technical Experience Designer/Developer
Q3 2019 - Q3 2020 | ~3 months total

I got contracted directly by Meow Wolf to help design and build 2 animatronic installations in their Las Vegas park.

Hexagram for M ss ng P eces/Baskin Robbins | Remote work
Technical Experience Designer/Developer
Q2-Q3 2019 | 7 weeks

I helped design and build the alternate-reality game for the launch of Stranger Things Season 3.

Hexagram for Meow Wolf | Remote work
Technical Experience Designer/Developer
Q3 2018 - Q4 2019 | 14 months

I worked with & at Meow Wolf to design and develop their digital storytelling project.

Hexagram for Microsoft Skype | Remote work
Technical Experience Designer/Developer
2017 - 2018 | 8 months

I joined Hexagram to develop chat-based interactive experiences 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 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.