Gears 5

Level Designer (Campaign Team)

- Level Owner and Stakeholder (Each design pod contained an LD, x2 environment artists, animator, embedded QA)
- Designed, Documented, and Grey-boxed levels
- Scripted (blueprint) level sequences
- Implemented all relevant gameplay interactions and encounters
- Maintained and iterated each assigned level to completion.

Shipped levels:
Act 1-2 - “Diplomacy”
Act 2-1 - “Recruitment Drive”
Act 2-2 - “Into the Wild”
Act 2-3 - “Forest For The Trees”
Act 2-4 - “The Source Of It All”
Act 3-1 - “Fighting Chance”
Act 3-3 - “Cosmonaut Training Facility”
& Supported others

Halo: Infinite

Level Design Lead

Lead Responsibilities
- Point of contact for 343 Industries
- Established new level design team, responsible for all world encounters and completed campaign sites
- Established team pipelines and task schedules
- Interviewed new-hire candidates
- Trained, mentored, supported, and reviewed design team members
- Team size: 5 Level Designers

Level Design
- Designed and authored the Halo Encounter Design Document
- Identified and coordinated 250+ world encounter locations
- Designed and implemented 40+ encounter locations. Each containing 3-5 possible unique variations

Systems Design
- Dynamic Encounter Zone System

 

MechWarrior 5: Mercenaries + DLC

Technical Designer

Designed and Implemented Features:
- New Dropship Start / Spawn / Extract System
- AI Driven Artillery System
- In-game Mech-switching System
- Player-initiated Airstrike Support System
- Mission Contract and Support Negotiation System
- Controls for Gamepad/Console
- D-Pad Quick-Action System
- Gamepad Aim-Assist System
- Gamepad Predictive Projectile Firing System

Feature Improvements:
-
Ground-Infantry NPC System
- In-Game Map System
- Black Market System
- DLC Star Map Connection and Conditions
- Map + Mission Generators
- Redesigned New HUD

Additional Responsibilities:
- Optimization and Bug Fixing
- Release and Update Stakeholder
- Discord Moderator
- Mod Support and Point of Contact
- User Research Analytics
- Closed Alpha+Beta Test Controller and Twitch Streamer Support

Age of Empires 4

Game Designer

Systems Design
- Garrison system
- Attack/Visibility Elevation system

Gameplay Design
- Various army Designs, Prototypes, and Implementations
- Unit Designs, Prototypes, and Implementations
- Designed Unique Army traits and abilities

Making an impression as a Level Designer

 

Gears 5 is a 2019 third-person cooperative shooter video game developed by The Coalition and published by Xbox Game Studios for Windows, Xbox One, and Xbox Series X/S. It is the fifth main installment of the Gears of War series and the sequel to Gears of War 4. Gears 5 follows the story of Kait Diaz, who is on a journey to find out the origin of the Locust Horde, the main antagonistic faction of the Gears of War series.

Originally recruited whilst I was at Relic Entertainment, Level Design was a passion of mine so I jumped at the opportunity to dig my claws in. I remember my first time meeting the creative leads before getting hired: I was informed that the computer lab (where candidate tests were normally held) was undergoing renovations, so I would have to return in a few weeks to complete the Level Design test, or (jokingly) I could draw something up then and there… so I asked them for a whiteboard.

Initially, I was hired on as a Junior to work as a part of a team responsible for creating secondary level experiences within the explorable space between campaign levels. This quickly changed after my initial onboarding phase, where I was re-designated as a Level Design Stakeholder, and was given the opportunity to design and implement my own primary campaign levels into the game. After the first high-paced year, with my abilities tested on multiple levels of the campaign, I was offered a promotion from Junior - to Level Designer.

This was a fantastic learning opportunity, and one I would never forget.

Responsibilities

Level Designer (Campaign Team)

  • Coordinate with my team (Pod system: each LD pod contained an LD, x2 environment artists, moments-animator, embedded QA)

  • Design, Document, Prototype/Grey-Block, Level-script (blueprint)

  • Implement encounters | events | gameplay interactions and objects | collision and navigation

  • Coordinate with narrative and cinematics

  • Maintain and iterate each level into completion.

Shipped levels:

  • Act 1-2 - “Diplomacy”

  • Act 2-1 - “Recruitment Drive”

  • Act 2-2 - “Into the Wild”

  • Act 2-3 - “Forest For The Trees”

  • Act 2-4 - “The Source Of It All”

  • Act 3-1 - “Fighting Chance”

  • Act 3-3 - “Some Assembly Required: Cosmonaut Training Facility”

  • & Supported several others

 

“Diplomacy”
Act I - Chapter 2


“Recruitment Drive”
Act II - Chapter 1


“Forest For The Trees”
Act II - Chapter 3


“The Source Of It All”
Act II - Chapter 4


“Fighting Chance”
Act III - Chapter 1


“Some Assembly Required: Cosmonaut Training Facility”
Act III - Chapter 3 - Part 1

Building A New Design Team

 

Halo Infinite is a first-person shooter. In the game's story mode, players assume the role of Master Chief, as he wages a war against the Banished, an alien faction fighting for control of the Zeta Halo. Players traverse the open world Zeta Halo, fighting the Banished with a mixture of new vehicles and weapons. The campaign mode's semi-open world structure allows players to freely explore parts of the ring-world Zeta Halo setting, which are segmented off from each other and initially impassable. Scattered across the environment are Forward Operating Bases (FOBs), which can be captured once cleared of enemies. Captured bases serve as fast-travel points. Other points of interest found across Zeta Halo's surface include "high-value targets" to eliminate, Marine squads to rescue, and Banished propaganda towers to destroy. Completing these side objectives earns the player Valor, which is used to earn weapons and vehicles that players can call in from FOBs. The more linear environments within the ring's surface hew more to traditional Halo mission design.

Partnering with 343 Industries, Skybox Labs sought to recruit a new lineup of combat experienced level designers and establish a new development team, responsible for all open world combat encounters and FOB’s. Having recently shipped Gears 5, I was hired on as the Lead for this brand new team. After a few weeks of onboarding new systems, establishing new pipelines, and trips to Redmond to build rapport with our 343 counter-parts, it was time to start building a team. I was given the opportunity to evaluate potential team members from a list of candidates, hold interviews and design tests, and eventually selected the right people for the job. Whilst eagerly waiting for their start-dates, I looked back at my experiences on Gears 5 and worked together with 343 to put together a new Encounter Design Document, which established a precedence for crafting well-engaging combat challenges in the Halo universe.

During the new member’s onboarding, I designed and implemented a new encounter system which would allow my team to rapidly deploy handcrafted encounter challenges across 250+ areas of the open world, and present players with the tools and correct level of challenge based on their current condition. After a little less than a year of development, Covid hit and tragic family matters required my full attention.

Working on such an iconic franchise and career opportunity, furthered my design capabilities and personal development.

Responsibilities

Level Design Lead - World Encounters

Lead Responsibilities

  • Point of contact for 343 Industries

  • Established new level design team, responsible for all world encounters and completed campaign sites

  • Established team pipelines and task schedules

  • Interviewed new-hire candidates

  • Trained, mentored, supported, and reviewed design team members

  • Team size: 5 Level Designers

Level Design

  • Designed and authored the Halo Encounter Design Document

  • Identified and coordinated 250+ world encounter locations

  • Designed and implemented 40+ encounter locations. Each containing 3-5 possible unique variations

Systems Design

  • Dynamic Encounter Zone System

 

Dynamic Encounter Zone System


250+ World Encounter Locations


Halo Encounter Design Document

Bolstering Experiences as a Technical Designer

 

MechWarrior 5: Mercenaries is a BattleTech mecha game developed by Piranha Games released on December 10, 2019, on Microsoft Windows. It is the first single-player MechWarrior game since 2002. It was initially available as an Epic Games Store (EGS) exclusive title, which, like other games with Epic Games Store exclusivity deals, was met with criticism. On May 7, 2020, it was made available through Xbox Game Pass for PC. On May 27, 2021, it was made available on additional platforms including Xbox Series X/S, Xbox One, Steam and GOG, in addition to the DLC pack Heroes of the Inner Sphere, Call to Arms, and Rise of Raselhague.

Hired as a Technical Designer, by the Design Director of the project, during their EGS exclusivity phase - with my experience on well-received combat games and technical abilities, my main responsibility would be to target and self-assign critical areas of the game that I had felt required experiential improvements since it’s initial release, and make any changes necessary in preparation for our rerelease Steam and other platforms. While the development team was focused on developing the first DLC, my focus was on making all areas of the game feel awesome, and tie up any lingering design implementations I felt could improve the gameplay experience and accessibility. In collaboration with various Engineers and UX teams, it was an amazing experience being able to target various areas of project I had never experienced before, and immediately see positive receptions.

Responsibilities

Technical Designer

Designed and Implemented Features:

  • New Dropship Start / Spawn / Extract System

  • AI Driven Artillery System

  • In-game Mech-Switching System

  • Player-initiated Airstrike Support System

  • Mission Contract and Support Negotiation System

  • Controls for Gamepad/Console

  • D-Pad Quick-Action System

  • Gamepad Aim-Assist System

  • Gamepad Predictive Projectile Firing System

Feature Improvements:

  • Ground-Infantry NPC System

  • In-Game Map System

  • Black Market System

  • DLC Star Map Connection and Conditions

  • Map + Mission Generators

  • Redesigned New HUD

Additional Responsibilities:

  • Optimization and Bug Fixing

  • Release and Update Stakeholder

  • Discord Moderator

  • Mod Support and Point of Contact

  • User Research Analytics

  • Closed Alpha + Beta Test Controller and Twitch Streamer Support

 

My Debut as a Game Designer

 

Age of Empires IV is a real-time strategy video game developed by Relic Entertainment and published by Xbox Game Studios. It is the fourth installment of the Age of Empires series. The game was released on October 28, 2021 for Windows, and on August 22, 2023 for Xbox One and Xbox Series X/S.

Shortly before graduating from the Game Design Program at Vancouver Film School, I was unexpectedly selected and offered the amazing opportunity by Relic Entertainment, to work and continue my growth as a part of their Brian Ward Memorial Design Internship. Originally, I was told I would be working directly with the Design Director on an unannounced military-themed squad based combat game they had been recently developing, and my prior experience in the military would come in handy. Having secured a job in the industry before my actual graduation, I was ecstatic to hit the ground running, doing the work and absorbing every ounce of knowledge I could from veterans of the industry. However, I would later discover that some things had changed.

My first day at Relic, unexpected news had hit the production floor - Relic Entertainment secured the opportunity to develop the next sequel to the Age of Empires franchise… and my project team would be leading the charge. Developing the next edition to such an iconic franchise, from the ground up, the energy of the studio could be felt miles away. Working for my director was an incredible experience, not only seeing the inner workings of development within a core crew and learning from experienced developers, the director gave me the opportunity to spread my creative wings to formulate new designs and prototype them out as functional mechanics to the game. I fully engulfed myself into the craft, researching historical references, travelled to Poland to learn Horseback Archery, the works. It was amazing to see my contributions praised and accepted into the main game.

As my internship came to an end before Age of Empires 4 entered production, my director and I went for our daily visit to a neighboring coffee shop, where he then offered me a full-time position as an Associate Designer. Working for Relic Entertainment was an amazing debut into the industry, and will never forget the knowledge I gained.

Responsibilities

  • Design, document, prototype, and implement gameplay features and mechanics

  • Collaborate with various engineering teams

  • Drive reviews and milestone check-in’s together with other team members, and our Microsoft friends

Shipped Features

  • Systems Design

    • Garrison system, with targetable units

    • Attack/Visibility Elevation system

  • Gameplay Design

    • Mongol Force

    • Army Unique traits and abilities

    • Siege Towers, Trebuchets, and garrison capable Walls and Fortifications