Posts Tagged ‘level design’
For over ten years I designed more than 100 videogame levels for PC, Xbox, GBA, Xbox 360, iOS and PS3 platforms. I worked on multi-year, AAA productions with over 150 team members and with 3 member mobile productions lasting just a few months. I’ve scripted AI in Lua, built levels in Maya and 3DS Max, set up nav meshes in Unreal, optimized in Hammer, prototyped in Unity, and helped design custom tools and editors for many proprietary pipelines. You can find a more detailed account of my game work below….
2009 – Present
Started Hololabs Studio, an R&D company developing innovative mobile AR projects
Level & Game Design Instructor:
Teaching Level Design at Ubisoft Campus for Dawson college and Champlain University, 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” , “Architecture and Space for Level Design” and “Advanced Seminar in Game Design”.
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
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
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
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
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.
Splinter Cell: Chaos Theory
Publication – I wrote a blurb on the level design process for Xplay’s Insider’s Guide to Gaming 2006
During the first half of this production I worked as a Level Designer using Maya inside a proprietary engine for this Xbox game. The LD team helped flush out the Lead Designer’s narrative, and I worked primarily on Raz’s mind and the Asylum exterior. I also performed extensive scripting tasks such as enemy & Boss AI using the LUA language. LINK
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.
I wrote a piece exploring “Pamphlet Architecture”, Lebbeus Woods, Italo Calvino and their relevance to designing interactive, narrative environments
Werewolf: The Apocalypse- Heart of Gia
My first job was working as a Level Designer in the original Unreal Engine (back when we modeled the entire environment and even created most of our own textures). I was one of the first to have that position at this company. The publisher and developer closed and the game was never released.