
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.






