Mechwarrior 5: Clans

Intermediate Level Designer

Piranha Games Inc.

PS5, Xbox One, Steam

Planning:

  • Researched level environments, gathered reference materials together to make image and mood boards for visual reference of details related to biome and urban needs as necessary.

  • Planned mission pathways, combat encounters, balanced enemy stars (groups of mechs) accordingly with playtime, fun, and narrative needs in mind.

  • Designed locations with ideal flow, mobility, and environment utility (such as jump jets) where appropriate.

  • Used camera controls both directly (via Unreal’s Sequencer to make cutscenes) and indirectly (via visual framing) wherever possible to guide players to progress each mission in a show first, tell second style manner.

  • Took advantage of existing assets to incorporate in level designers, and produced new assets/systems (i.e. a stealth system, narrative/dialogue system) as needed with other developers.

  • Managed collectible placement across a range of my level designs.

  • Took levels from paper prototype to complete, functional levels in the final build of the game.

  • Utilized a range of gamemodes/objective types (defend, elimination, escort, stealth/sneak, capture, investigation, etc.) to provide a compelling and varied gameplay experience.

  • Worked with artists, writers, and engineers to help push the level through art passes and produce other gameplay demands where appropriate to do so.

  • Collaborated with various team members:

    • Fellow level designers on owned and other levels to troubleshoot and playtest levels.

    • Designers/technical designers

    • Level Artists, Art Directors, Environment Artists, VFX artists, Cinematic Animators

    • Development testers, Quality Assurance Team

    • Gameplay Engineers, Gameplay Programmers

  • Created full functionality of mission logic and solved various bugs on own and other missions as needed.

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No Water in Hell