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.
Something Mighty for Mira | Remote work
Game & Level Designer
Q3 2023 - Q1 2024 | 4 months
I designed a 20-minutes-long 4-players cooperative VR experience hosted on the Eiffel tower itself.
- Developed the concept and pitched it to the development team and leadership at Mira
- Researched, designed and documented the experience, including layouts, UI, on-site operations...
- Built a tileset and greyboxed all layouts onto a 3D model of the tower
- Provided mockups, reference, feedback and design/visual direction to the development team
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.
- Designed both the frontend and backend components, and integrated requests from client
- Built the frontend toolset using Vue.js, and the backend functionality as a JS module loaded onto Hexagram's proprietary service
- Developed an extensive API, allowing the system to integrate with various platforms/applications
- Wrote thorough documentation, embedded into the frontend editor
- Created the first example quests for the client based on their descriptions
Magnopus | Remote work
Designer
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.
- Created whitebox levels for 2 out of 3 biomes and mockups for webpages, vfx, AR scenes...
- Managed design documentation and communicated the vision
- Provided daily feedback, design guidance and tasks to outsourcing studio and internal artists
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.
- Designed the quest engine based on requirements from stakeholders, and adjusted it to scope/direction changes
- Built the backend service & API running quests based on position updates and interactions
- Integrated with apps & services developed by Accenture & Magnopus
- Developed tools in Vue.js to edit, validate and playtest quests
- Implemented all quests based on design docs and writing and ensured they were working
- Created load-testing scripts to validate all quests and help optimize the quest engine
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.
- Co-designed the structure of the chatbots used to deliver narrative about the world and characters of Meow Wolf
- Developed chatbots from the ground up for 2 animated robots that users can ask questions to in the Las Vegas park
- Worked with internal teams to integrate with the systems running the robots and to trigger animations/text-to-speech
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.
- Built a chatbot that unlocked new content over a 10 days period around the release of the new ST season
- Wrote game-logic scripts for the backend services to run the experience
- Worked with the narrative designer to support the design, and with the front-end developer to integrate the chatbot and game logic
- Adapted the content while the ARG was live based on user and client feedback
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.
- Co-designed a vertical-slice demo showing the potential of interactive narrative content on phones while in parks
- Developed visual & narrative content, chatbots, a mock web-app in Vue.js, and backend services to run the vertical-slice demo
- Built toolset to develop and visualize interactive experiences tied to real spaces
- Integrated systems with multiple IoT technologies to track users through the space and allow contextual interactions
- Co-designed the digital storytelling experience for the whole Meow Wolf Las Vegas park, integrating most installations into an additional layer of storytelling and interactions
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.
- Developed story-driven experiences within the limitations of non-linear conversation systems
- Designed and built the architecture and input-processing logic of advanced chatbots in Chatscript
- Wrote scripts in asynchronous Javascript to run and connect chatbots across platforms and servers
- Collaborated with the Skype content team to define vision and integrate new Skype features
- Supported production of video/photography content with actors in NYC for those experiences
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.
- Conceptualized ways to build compelling narrative and lore into levels designed for re-use and replayability
- Built a large greybox level for a top-down MOBA-like game with an emphasis on PvE encounters
- Designed the character kit framework, skill system, data structures for a mobile ARPG aimed for the Chinese market
- Directed an investor demo, worked remotely with artists and led a team of engineers to build the core game systems
- Contributed to starting a company: researching markets, pitching designs, and promoting autonomy and ownership
- Programmed game mechanics (camera, audio manager, UI, editor tools) for demos and prototypes in C#
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.
- Created the HUB space-pirate base GrimHex where players meet, get missions, participate in activities and buy goods
- Wrote the initial designs for the systems behind generated missions, events and encounters in a persistent universe
- Designed and prototyped environmental gameplay mechanics and systems for building modular space-stations
- Reworked the Levski asteroid base to accomodate new features, and scripted it for the 2016 live Gamescom demo
- Collaborated with studios in the UK, Canada and USA to develop tools and environments
Level Designer
2015 – 2016 | 7 months
I joined the Frankfurt studio early after it opened and contributed to establishing a strong design team there.
- Designed and whiteboxed a level for the single-player campaign Squadron 42
- Assisted the Frankfurt Lead LD and Game Director in recruiting and training designers
- Collaborated with the design team and Lead LD in the UK studio
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.
- Designed, whiteboxed and saw to completion the 6th level of Ryse's single-player campaign
- Owned the scripting tools for level designers: creating modules, requesting tools and maintaining the editor
- Built a 2-player coop level and bugfixed all levels for Ryse's DLCs 3 and 4
- Prototyped Homefront 2 multiplayer open-world activities
Junior Level Designer
2011 – 2012 | 15 months
- Owned the Ryse vertical slice demo used to get the project greenlit by Microsoft
- Prototyped game mechanics, camera setups and Kinect-based control schemes
- Trained newcomers from multiple departments to using CryEngine
Intern Designer
2011 | 6 months
- Whiteboxed a multitude of levels for unannounced/canceled DLCs and games
- Prototyped an original PvE coop multiplayer mode using the available scripting tools for a game pitch
- Scripted placeholder environmental game mechanics and interactions for game prototypes
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.