Paul Warne

Interactive Media Designer

Video Games

Below is a list of commercial games, projects and articles I have published as a Level Designer for the videogame industry.

2009 – Present

Level Design Instructor

Teaching Level Design at Ubisoft Campus for Dawson college, including the  creation of class outlines and curriculum for courses such as “Design and Communication Tools for Level Production”, “Intro to VideoGame Design”.  ”Level Design Production”  and “Architecture and Space for Level Design”.

2007

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Assassin’s Creed

As a Senior Level Designer I worked briefly with the Art Directors and Behavioral programmers to help build a new production paradigm for creating level assets that would support the game’s unique character mechanics  (i.e. being able to climb over almost the entire environment in an open world) LINK


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TMNT: GBA

Working again with the Ubisoft Montreal GBA team, I designed all the levels as well as a few of the Bosses for Teenage Mutant Ninja Turtles. LINK


2006

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Peter Jackson’s King Kong

Working in a proprietary engine and editor, I worked as a Senior Level Designer during early production on the King Kong levels for this Xbox game (before the production moved entirely to the Montpelier Studio) LINK


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Splinter Cell: Double Agent

Having experience on “Chaos Theory”, I was brought onto this project as a Senior LD after Alpha to help complete the New York level and final boss of this Xbox game. LINK


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Open Season: GBA

After years of working on next-generation, 3D levels, I had the great opportunity to work with the talented Game Boy team at Ubisoft Montreal on “Les Rebelles De La Forêt”, where I created about half of the levels in the game.


2005

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Splinter Cell: Chaos Theory

Using a heavily modified Unreal Editor, I was hired by Ubisoft Montreal to design and script  the Seoul level for the Xbox version of this award-winning game. LINK VIDEO PART 1 VIDEO PART 2


Publication - a blurb on the level design process for Xplay’s Insider’s Guide to Gaming 2006

2003


psychoPsychonauts

During the first part of this production I worked as a Level Designer using Maya inside a proprietary engine for this Xbox game.  I also performed extensive scripting tasks such as enemy & Boss AI using the LUA language. LINK


2002

Publication- “The Games of Art” Game Developer Magazine August, 2002a soapbox piece on the medium of videogames as fine art

2001

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Star Wars: Super Bombad Racing

Using 3D Studio Max and a Proprietary game-engine (on top of Renderware), I designed and constructed 5 levels for this Lucas Learning Playstation 2 title.


Publication –  

“Three Inspirations for Creative Level Design” Gamasutra July 16 , 2001

a piece exploring “Pamphlet Architecture”, Lebbeus Woods, Italo Calvino and their relevance to designing interactive, narrative environments

1998

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Werewolf: The Apocalypse- Heart of Gia

Level Designer working in the original Unreal Engine- back when we modeled the entire environment and even created most of our own textures. The publisher and developer closed and the game was never released.