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Senior Game & Level Designer

RuneScape ARPG (Unreleased)

Level Design

  • Designed and built levels in Unreal 4 for a multiplayer ARPG set in the RuneScape universe

  • 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.

  • Blockout included landscape tools and simple geometry, with an emphasis on getting the bare-bones and layout of the area playable.

  • Blockouts were then iterated and refined in conjunction with playtesting.

  • Liaised with art teams to slowly do art passes, elevating the detail of an area and capturing vibe and ambience

  • Maintained the "LD Bible" a collection of rules and best-practices unique to the project

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Level System Design

  • 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

  • Designed approaches to dynamic content, where it could be injected into levels during a generation process to further extend variation​

  • 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"

  • 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

  • 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

  • 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

  • Wireframes were then passed over to a developer and I guided their setup and functionality in game

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