Senior Game & Level Designer
RuneScape ARPG (Unreleased)
Level Design
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Designed and built levels in Unreal 4 for a multiplayer ARPG set in the RuneScape universe
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Created simple level design schematics and docs as a starting point. These documents detailed flow, main beats, and events which were then pitched to leads. When agreed blockout started in Unreal.
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Blockout included landscape tools and simple geometry, with an emphasis on getting the bare-bones and layout of the area playable.
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Blockouts were then iterated and refined in conjunction with playtesting.
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Liaised with art teams to slowly do art passes, elevating the detail of an area and capturing vibe and ambience
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Maintained the "LD Bible" a collection of rules and best-practices unique to the project
Level System Design
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Devised technical solutions and systems which sought to combine level design with procedural generation. This started in paper form & animations as a proof of concept and a way of explaining to the rest of the team
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Designed approaches to dynamic content, where it could be injected into levels during a generation process to further extend variation
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I guided development, liaising with developers about how the system would work, and also identified LD standards & rules that would be required. These were then added to our "LD Bible"
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This was an ever expanding system with huge potential towards gameplay, combat encounters, narrative events, and overall creating an ever evolving player experience
UI & UX Wireframes
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In the absence of a dedicated UI Designer I also undertook the creation of screen wireframes, showing how various important moments (such as loadout) could be presented
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This involved considering weighing up the pros and cons between a mouse driven cursor interface, and a more typical "console" direct selection via control pads
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Wireframes were then passed over to a developer and I guided their setup and functionality in game