Collaborated with the Design Team to create and refine level layouts for various game modes, ensuring engaging and balanced gameplay experiences. Actively contributed to design discussions, providing creative input on levels, mechanics, and game modes inspired by the Marvel IP. Developed comprehensive documentation for level designs, mechanics, and game modes, ensuring clear communication and alignment across teams. Designed and implemented developer tools to streamline the level creation process, improving efficiency and workflow for the team.
Prototyped mechanics seen and functioning in Hell's Heaven. Set in a Hydra themed map, throughout the match the map will move and shift around changing the playing field, requiring players to change strategies as the match goes on.
Here is an example of the map features dynamic environments that shift and transform during gameplay. This movement and transformation create a fresh, interactive experience for players, enhancing both combat and traversal. By moving beyond a static gameplay environment, the map encourages adaptability and strategic thinking, offering a more engaging and immersive experience.
Prototyped mechanics seen and functioning in Hall of Djalia. Set on a Wakandan Convoy map. During phase three of the players are set in the middle of a hall that fills up with fog obscuring vision for both teams, requiring them to change up their strategy and either fight in close quarters or keep their distance while attacking with obscured vision.
An example of the fog mechanic inside the Wakanda map. Once again the addition of adding level mechanics beyond destruction adds another layer of strategy and adaptability for gameplay. Throughout each level in Marvel Rivals and throughout each phase in the map players must switch up their tactics in order to overcome and succeed against their opponents.
Marvel Rivals launched in December 2024. It released on PC, Playstation 5, and Xbox Series X.
As part of the Design Team, I took ownership of AI Behaviour, Combat, and Gameplay Systems, expanding their design, tuning, and functionality. Built proof-of-concept prototypes and gameplay mechanics in Unreal Blueprints and C++. Collaborated across design disciplines to shape systemic encounters and gameplay features, ensuring alignment with player experience goal
Improved upon Enemy AI Sensor behavior to create better coherent gameplay for stealth encounters. Enemies now react more accurately to vision, sound, and more. In addition their response time and positional accuracy to locate the player has been approved. Players can now create noise and witness enemies searching the area, communicating, and spreading out around the last known location of the player.
Updated the Buddy Recruitment System. Players can now control Buddy's individually and as a group. As well as the targeted position to defend or attack is more precise to the players direction in which they chose. In terms of Defending, Attacking, Regrouping, and all other general commands, Buddy AI is much more responsive in this updated revision.
Was tasked with creating a new zone in the innards, our hub area. I created and had ownership of making a shooting range. This is a space for the player to test out their arsenal of weapons and utility. Here they can practice and figure out what type of weapons and attachments they like before going on their excursions risking their valuables.
Within the Shooting Range lies an upgrade system. Among these are 3 different tiers of upgrades. The first tier being the base version of the range with a damage testing zone. Here the player can see how much damage their current weapon will do to a target. The second tier is an active shooting range practice with a timer and score system. Here you and your friends can compete on who's the better marksman. The third tier gives the players live targets. Here you can see how quickly you're able to take down your enemies.
The Forever Winter launched into Early Access in September 2024. Currently released on Steam and Epic Games Store.
Collaborated as a key member of the Multiplayer Design Team, responsible for mapping and constructing level layouts to enhance player engagement and gameplay flow. Implemented scripting for game modes within levels, ensuring smooth functionality and alignment with design goals. Maintained high-quality standards by identifying and resolving bugs across multiple levels. Pitched innovative designs and gameplay mechanics, creating prototypes to demonstrate feasibility and impact. Wrote comprehensive documentation for game and level design, ensuring clear communication and alignment across teams.
Emporium is a fast-paced, close-quarters, multi-layered map set within The Division IP. The tight corridors encourage fast close-quarters combat where Sub-Machine Guns are able to shine and thrive. While the multi-layered aspect allows other gun classes to succeed due to it’s verticality around the center of the map.
Mayday is set is a graveyard of a cargo airship. The airship plays an important part of the map being the major landmark all-around. With long sight-lines and porous zones within the map, this space is ideal for Snipers and Assault Rifle users. While the central area of the map can easily be controlled with close-quarter weapons.
Times Square is an Escort map with three different zones. Street Level, Subway Station, and Times Square itself. Street Level plays with a mix of open-ness and close-quarters, giving players a mix to choose either play style. While Subway Station is mostly close-quarters making players go toe-to-toe up close and personal. While the final zone is more opened giving the defending team a lot of breathing room to stop the attackers. With the way each spaces is designed it makes it harder for the attackers to push as they move on and easier for the defenders as they are pushed back.
XDefiant launched in May 2024. It released on PC, PS5, and Xbox Series X.
As part of the Campaign Design Team, mapped and constructed level layouts. Scripted and designed combat encounters and scenarios using Sledgehammer's in-house engine and scripting language. Pitched and designed level and mechanic ideas. Along with writing up documents game mechanics and level flow.
Operation Tonga is the second mission in the game. Starting off dramatic and chaotic to immediately transitioning to stealth and horror, this mission takes you through waves of emotions off the bat with Vanguard.
In the beginning of our mission we create a goal and landmark for our player. In the distance they see a burning windmill, this acts as a way of guidance for our player as they venture into the forest becoming disoriented with direction. Though once they exit the forest they are quickly oriented back and reminded of their goal and position in the world.
After players spend time sneaking through the dark forest and abandoned farm we introduce them to their first combat encounter. This creates a sense of panic as it’s dark and the player becomes unsure of where enemies are located for a moment. Though as a way for enemies to create reinforcements they launch a flare into the sky. This plays a double role in which more enemies are in pursuit of the player in this combat encounter, but now due to the flare the player has visibility of the enemies. This still creates a sense of panic for the player, but now they feel as if they have a fighting chance with the information they are given.
Once our player has reached their destination we reward them with a new mechanic, Leadership Action. Here we tutorialize it in preparation for their encounters later on. They will use this mechanic to breach doors, suppress enemies, flank enemies, and more. This allows our player to directly control our accompanied AI and have them tackle the objective how they player sees fit. Through this system we allow our player to take more agency in their choices within Call of Duty.
The design challenge here was coming up with unconventional ideas to tackle objectives. Our player and fellow soldiers were blown out of the sky and don't all have the proper equipment to break enemy defenses. Though with the success of their recent battle they stole enemy vehicles and drove them to the lookout point. With these they're able to activate the enemy mine field, give themselves, and their allies a way to break through the defenses. Reinforcing the Leadership Mechanic showing how our character is able to improvise and support the team with what little they have.
Stalingrad is the third mission in Vanguard. What makes this unique is being able to experience Stalingrad before and after the war. Playing as the character Polina, we wanted to slow the player down while introducing new mechanics and ideas to them. The three pillars of this level are Sniper, Stealth, and Traversal.
The first half of Stalingrad is life before the war. Here we let the player engage and interact with the world to show them life when it was peaceful. They'll interact with various NPCs and items in the level giving exposition and world building in this chapter of Vanguard.
As mentioned one of the pillars for this level was emphasis on traversal. With this we begin to tutorialize climbing to the player. Through this level they will scale rooftops to gather information and take shortcuts. This becomes an important aspect of the level as Polina is a sniper and must climb to vantage points to assess, eliminate, and tackle any objectives.
Another traversal mechanic that players a role in the level are Squeeze-Throughs. Here the player can get to areas that the enemy cannot. This helps reinforcing stealth within the level as well as being able to dodge and evade enemies when you are overwhelmed. With Climbing and Squeeze-Throughs we are able to create interesting and unique combat layouts in the level. As well as create interesting moments within our systems of going into combat and going back into hiding.
The second half of the Stalingrad mission our player will use the traversal mechanics to backtrack through the level they've just explored. At this point we've taught them the mechanics and are now preparing them for combat. The mechanics that were once used as a means to catchup and help your allies are now used as a tool to eliminated your enemies.
Call of Duty: Vanguard launched in November 2021. It became the 18th installment in the Call of Duty series. Releasing on PC, PS4, PS5, Xbox One, and Xbox Series X.
The campaign side of Call of Duty Black Ops: Cold War. This was my first experience working in AAA and diving into an engine and scripting language I had never used before. Teamed alongside Treyarch and Raven to bring game content from pre-production to shippable quality. While working on Cold War I would be tasked with constructing level block-outs, 2D map layouts, level flow documentation, animation implementation, audio implementation, and scripting combat encounters and setups. Cold War was an exciting experience to be a part of and proved to be a gratifying one when seeing the final product come together.
I was assigned to the level Fracture Jaw, during development of Cold War. The level takes place during a flashback of the Vietnam War. Not only, does this introduce a unique setting in the start of the game, but up the tone and pace a bit narratively and gameplay wise at this point in the campaign. While also introducing a new mechanic, being the helicopter, we push the player into high-octane action on the ground and above.
The Chopper Gunner is a major theme in this level, always maintaining it's presence whether it be for support or assault. In the beginning of the level we wanted to set the stage and scale to the player on how pivotal these flying killing machines will play a role here.
Throughout the level we consistently remind players in combat that the Chopper Gunner is there to support them. They will engage with enemies on ground and as they advance and are greeted with overwhelming numbers of enemies the chopper flies by gunning any opposition down clearing the way. Having the presence of the chopper stay consistent throughout the level creates the sense of a guardian angel of death not to be reckoned with.
Once the player has cleared through the village and gathered Soviet Intel, we reward them with full control of the chopper. This machine that has been supporting them on their ups and downs is now within full control of their hands. Now it's their job to support their allies being overwhelmed with enemy forces. In short we're giving them their own killstreak for all the good work.
After defending and securing the FOB our players chopper is shot down by a rocket and destroyed. Though in an effort to not give up we grab our turret as our last line of defense and use whats left to stop ourselves from being overrun by the enemy. Reinforcing the theme of sticking with the chopper all the way to the end. We took the player from anticipation, security, power, vulnerability, all the way to victory.
Call of Duty: Black Ops Cold War launched in November 2020. It became the seventeenth installment in the Call of Duty series and the sixth entry in the Black Ops games. Releasing on PC, PS4, PS5, Xbox One, and Xbox Series X.
Project Ethos is a free-to-play, third-person roguelike hero shooter that is currently in development. During my time at 31st Union on the project I worked as a Level Designer.
As a Level Designer, I was responsible for mapping and constructing layouts and environments for Open-World Design spaces. This consisted of creating fun and engaging gameplay spaces for exploration and combat, while also expanding and reinforcing the lore within the game.
Project Ethos is still under development.