Gears 5

Level Designer (Campaign Team)

- Level Owner and Stakeholder (Each design pod contained an LD, x2 environment artists, animator, embedded QA)
- Designed, Documented, and Grey-boxed levels
- Scripted (blueprint) level sequences
- Implemented all relevant gameplay interactions and encounters
- Maintained and iterated each assigned level to completion.

Shipped levels:
Act 1-2 - “Diplomacy”
Act 2-1 - “Recruitment Drive”
Act 2-2 - “Into the Wild”
Act 2-3 - “Forest For The Trees”
Act 2-4 - “The Source Of It All”
Act 3-1 - “Fighting Chance”
Act 3-3 - “Cosmonaut Training Facility”
& Supported others

Halo: Infinite

Level Design Lead

Lead Responsibilities
- Point of contact for 343 Industries
- Established new level design team, responsible for all world encounters and completed campaign sites
- Established team pipelines and task schedules
- Interviewed new-hire candidates
- Trained, mentored, supported, and reviewed design team members
- Team size: 5 Level Designers

Level Design
- Designed and authored the Halo Encounter Design Document
- Identified and coordinated 250+ world encounter locations
- Designed and implemented 40+ encounter locations. Each containing 3-5 possible unique variations

Systems Design
- Dynamic Encounter Zone System

 

MechWarrior 5: Mercenaries + DLC

Technical Designer

Designed and Implemented Features:
- New Dropship Start / Spawn / Extract System
- AI Driven Artillery System
- In-game Mech-switching System
- Player-initiated Airstrike Support System
- Mission Contract and Support Negotiation System
- Controls for Gamepad/Console
- D-Pad Quick-Action System
- Gamepad Aim-Assist System
- Gamepad Predictive Projectile Firing System

Feature Improvements:
-
Ground-Infantry NPC System
- In-Game Map System
- Black Market System
- DLC Star Map Connection and Conditions
- Map + Mission Generators
- Redesigned New HUD

Additional Responsibilities:
- Optimization and Bug Fixing
- Release and Update Stakeholder
- Discord Moderator
- Mod Support and Point of Contact
- User Research Analytics
- Closed Alpha+Beta Test Controller and Twitch Streamer Support

Age of Empires 4

Game Designer

Systems Design
- Garrison system
- Attack/Visibility Elevation system

Gameplay Design
- Various army Designs, Prototypes, and Implementations
- Unit Designs, Prototypes, and Implementations
- Designed Unique Army traits and abilities

Making an impression as a Level Designer

 

Gears 5 is a 2019 third-person cooperative shooter video game developed by The Coalition and published by Xbox Game Studios for Windows, Xbox One, and Xbox Series X/S. It is the fifth main installment of the Gears of War series and the sequel to Gears of War 4. Gears 5 follows the story of Kait Diaz, who is on a journey to find out the origin of the Locust Horde, the main antagonistic faction of the Gears of War series.

Originally recruited whilst I was at Relic Entertainment, Level Design was a passion of mine so I jumped at the opportunity to dig my claws in. I remember my first time meeting the creative leads before getting hired: I was informed that the computer lab (where candidate tests were normally held) was undergoing renovations, so I would have to return in a few weeks to complete the Level Design test, or (jokingly) I could draw something up then and there… so I asked them for a whiteboard.

Initially, I was hired on as a Junior to work as a part of a team responsible for creating secondary level experiences within the explorable space between campaign levels. This quickly changed after my initial onboarding phase, where I was re-designated as a Level Design Stakeholder, and was given the opportunity to design and implement my own primary campaign levels into the game. After the first high-paced year, with my abilities tested on multiple levels of the campaign, I was offered a promotion from Junior - to Level Designer.

This was a fantastic learning opportunity, and one I would never forget.

Responsibilities

Level Designer (Campaign Team)

  • Coordinate with my team (Pod system: each LD pod contained an LD, x2 environment artists, moments-animator, embedded QA)

  • Design, Document, Prototype/Grey-Block, Level-script (blueprint)

  • Implement encounters | events | gameplay interactions and objects | collision and navigation

  • Coordinate with narrative and cinematics

  • Maintain and iterate each level into completion.

Shipped levels:

  • Act 1-2 - “Diplomacy”

  • Act 2-1 - “Recruitment Drive”

  • Act 2-2 - “Into the Wild”

  • Act 2-3 - “Forest For The Trees”

  • Act 2-4 - “The Source Of It All”

  • Act 3-1 - “Fighting Chance”

  • Act 3-3 - “Some Assembly Required: Cosmonaut Training Facility”

  • & Supported several others

 

“Diplomacy”
Act I - Chapter 2

  • “Diplomacy” was part of our earlier concepts as a HUB-style level where players would travel to and from, in order to gain new information and restock on supplies before selecting a new destination. As the overall design of the game had further developed, the HUB idea was scrapped - However, due to narrative and gameplay implications, it was refactored into a smaller campaign level as a part of the main act structure.

    The intent for this level was to facilitate a narrative focused cinematic experience, introduce key main-story characters, and introduce “Jackbot” as both a character and sequence of gameplay mechanics along with its’ tutorialization.

  • The space was meant to represent the last government and military foot-hold in the war against the Locust Horde, so both the exterior and interior were meant to indicate a sense of structure, security, and prestige. Large rooms, hallways, and halls were meant to indicate sense of scale and superiority, whilst also providing enough space for all the staff and personnel.

    Given that this building was also meant to contain a strong military presence and technological research facilities, the design of its’ lower floors replace marble floors and finished walls with more of an military-like industrial theme, heavy use of metal and cement floors and paneling, along with storage and supply.

    I needed to present areas for cinematics to take place, whilst also provide a playable space for players to interact with main story characters, and an introduction to “Jackbot” with a tutorial.

  • One of my biggest challenges was to create a busy atmosphere, loaded with wandering people, whilst maintaining a limited performance-budget with NPC’s. To overcome this, I hand-crafted intimate player accessible spaces to accommodate a handful of player-interactable character NPC’s, whilst utilizing inaccessible-yet-visible spaces to fill the “busy” feeling with animated character particle systems. In order to fill the seems a bit more, I worked closely with my animators to create low-cost skeletal mesh animations of personnel doing their thing.

    Another challenge was to provide an introduction of the “Jackbot” mechanics, and provide a test bed for players to get acquainted. For this, I themed a space around a research-testing range, for which I could restrict the player’s access, whilst provide a safe space to heavily script the events of the tutorial through blueprint. Given that the player would feel disappointed being on a military range without some extra hardware to sample, I provided the player with a bit of a shopping moment to gear up with some firepower and neutral-enemies to shoot at.


“Recruitment Drive”
Act II - Chapter 1

  • ”Recruitment Drive” was the very first main campaign levels I had the pleasure of creating. Previously concepted as “Riftworm Village,” this village was a settlement and sanctuary for survivors, built from whatever they could salvage within a valley dug out by the movement of a massive subterranean “Riftworm” creature.

    The intent of this space was to provide players with the sense of a living world that didn’t come across as fabricated simply for players to shoot through. The village was meant to feel like an active settlement, busy with locals, merchants, and defenses.

    Players would reunite with an old friend, and experience his loss during a final battle - So, I aimed to establish a sense of compassion and relationship between the player and the villagers, to create both an emotional connection and a drive to protect it with everything they have. As for the fight towards the final battle, I aimed to create a sense of power-growth for the player - starting off with nothing, and ending in an explosive victorious finish… before discovering what they had lost.

  • I knew I first had to create a “working” village and living world, so I focused my efforts on logically creating a functional town: Access to food and water, ways to harness energy and natural resource, essential services (transportation, medical, workshops, eateries, security, and agriculture), markets for locals and travelers, and residencies. Split into three key districts: I designed the first to accommodate businesses and essential services, the second to be residential, and the third to be natural resource and agriculture. Given that the village would operate on geothermal power, I wanted the residential area to be closest to the warmth, and identified a progression of warm to cold from the farthest district, towards the main gate. Then, I wanted to make the village represent the Riftworm theme even more, so I actually wrapped it in its’ skeletal remains to standout far from the distance and act as landmark to help players navigate directionality.

    Once the village was built, my plan was set: Create an emotional connection by providing a semi-explorable space for players to interact with the village and it’s locals, choreograph animated moments of villagers and their children doing typical and sometimes goofy actions, provide NPC narratives for players to overhear, and have them experience the entire village from one end to the other. Then, after reuniting with Oscar, the village would come under attack - explosions, destruction, and witness the loss of those the player had met - forcing a call to action, and motivation to defend the village. Players would then fight back through known areas, back towards the gate, increasing in power and fill them with a sense of victory, before ripping it all away.

  • Given my limited performance-budget, I had to design a way to create a bustling village with a lot of smoke and mirrors. I took a similar approach to “Diplomacy” by limiting a handful of Character-NPC’s to accessible areas and having them travel around areas of the village, utilized animated character particle systems to simulate swathes of people moving around inaccessible areas, then backfilled areas in between with animated skeletal mesh actors.

    The next challenge was to create power-growth from low to climactic. I went back to the start of the level, and narratively stripped away their weapons, to then be able to make the very first encounter feel survival and starvation by limiting weapons to kill-gained. I then provided a small downbeat, where players were given a few more options and ammunition, leading into the second section containing easy-to-kill enemies along with a few heavy-hitters to gain access to larger firepower. Before entering the final area, I provided players with a fully stocked armory to load up on whatever their combat playstyle desired. With a nice cherry on top, I then gave the player access to a weaponized “Silverback” war suit. As the fight went on, I felt it needed more - working with my narrative team, I managed to include a climactic experience in the tail end of the fight, where players would be thrusted into possession of the enemies themselves to fight fire with fire.

    Part way through production, not only did certain new additions require me to implement new mechanic introductions and enemies, but the level felt so engaging, a decision was made to rearrange the campaign structure and designate it as first level. Unfortunately, through rigorous attempts at downscaling certain challenges and narrative limitations to which enemies would be allowed that early in the story, it never lived up to its’ original sensation. After a little convincing and compromise, I was able to bring the level back to the second act, and was luckily able to not only reignite the original sensation… but made it even better. Given my planning and preparation to accommodate unexpected alterations, I was able to easily integrate requested introductions and tutorials all of the new additions to the players toolset.

  • Aside from all the moving around, and unmentioned sleuths of technical limitations, I gained a massive amount of new technical knowledge and experience that has since remained my proudest achievement. Not only was the level selected to be the main announcement trailer for Gears 5, but having had the opportunity to witness both players and streamers cycle through all of my emotional intentions, and break down into tears with the loss at the end - it solidified my passion and drive at creating powerfully engaging and immersive experiences.


“Forest For The Trees”
Act II - Chapter 3

  • “Forest For The Trees” is the players return to the abandoned New Hope Research Facility, disguised as Jameson Depot, for those familiar with the franchise. Given that it was a symbolic location previously established in the franchise, it was important to remain canon as a base layer, before building up the passage of time, weather, scars of war, and more dirty little secrets for players to uncover.

    My intentions for the space were to make it immediately recognizable to fans of the franchise, giving them due service, and showing all players an entirely fresh experience. Having been a fan myself, my plan was to highlight a few memorable locations with a torn face, whilst also building upon new areas previously inaccessible in earlier Gears of War titles. Additionally, there were several key introductions I had negotiated to include: A few new enemy variations including “The Flock”, new environmental ice-hazards, and the debut of a new volumetric deadly gas the gameplay team had previously played around with - which later inspired the development of Gears 5: Escape.

    Given its’ shady history my goals were to make players feel curiosity mixed with unease, investigative yet cautious, and build the tension up as close to a thriller-experience as I could: suspense, excitement, surprise, anticipation, and anxiety towards the climax. We intended this to be (potentially) the final visit to this location, so I had the creative freedom to blow it all up if I wanted to…

  • Starting with an exact facsimile of the original New Hope Facility, I began blocking off and tearing up sections until all that remained were key recognizable locations, and identified areas of interest not previously available, to then build upon the new experience. I then created a suspenseful entirely new entrance path to the facility, bread crumbing subtle yet recognizable pieces as rubble along the path for fans to freak out about.

    Splitting the main experience into two halves, the first would provide nostalgia and deepen narrative explorations of the facility with suspense and anticipation, followed by the second which would raise anxiety levels to max by initiating a purge protocol to force players out at the risk of safety… completely obliterating the facility.

  • The first challenge was ensuring canon with the facility’s rich history. For this, I first created an entire facsimile of the original to use as both a starting point, and as a metric I would continuously compare against whilst developing the new experience. Utilizing fan-content, blogs, and whatever media I could find, I ensured to pick the most vital locations to retain for fans.

    The next challenge was to throttle the initial levels of suspense, excitement, surprise, and anticipation, whilst also introducing vital mechanics which would later be experienced in a challenging manner. For this, I established clean gameplay beats spread across the first halve, and filled the paths and spaces in-between with dark, grim, earie atmospherics and environment which would create a level of unease along with deeper environmental narratives.

    The biggest challenge of all was creating a high-anxiety and explosive escape which aligned with Gears control perspectives, player motivations, and performance. This took immense planning and iteration, as rear-facing pressure had never been explored. For this, I worked closely with our VFX department and gameplay designers to ensure the purge Gas could “feel” like it was nearing behind the player if they didn’t keep up. Then, implemented a network of both haptics and explosions ahead of the player, to almost pull them forward with an overwhelming sense of pressure. As a finishing touch, I choreographed low-cost destructions to both block and expose paths along the way. The most difficult of which was a collapsing roof, which was done in triggerable stages, custom collision mesh, and enemies spawning only out of post-destroyed areas.


“The Source Of It All”
Act II - Chapter 4

  • “The Source Of It All” was initially concepted as one whole level, later through narrative implications it was determined the level would be separated into three-separate locations, spread across the ice-overworld. Each location, providing clues to the whereabouts of the others.

    The intention was that each location contained a piece the player needed to reveal in order to progress through the remaining act. Each location was to introduce a new mechanic, feature, or enemy variation, and provide an entirely different gameplay behaviour.

  • Initially building the three-separate sections as one combined experience, my approach had to pivot once the decision to separate was made. For this, I identified areas of separation, converted each to their own level, and worked on creating smaller well-crafted experiences in each.

    The first section would focus on anticipation and anxiety. This space would first push cautious exploration, followed by a main sequence of evading large tumbling destroyed pieces of ice and other environmental hazards.

    The second section would focus on typical forward facing combat tactics, battlefield awareness, and highlight new destructible ice flooring as risk/reward to players and enemies alike.

    The third section would drive suspense and excitement. Players would first attack a defensible position, then defend the position themselves, followed by an infiltration / escort-extraction of a phosphorous cell. Here, players would come face to face with a devastating “Snatcher” enemy, briefly introduced at the tail-end of “Recruitment Drive”

  • It was a unique challenge to coordinate the creation and development of each individual location, whilst also providing unique gameplay experiences in each. To improve the likelihood of each location feeling unique, the later developments of two sections were passed over to two other design pods to add in their own “spice” before returning to me for a final visit.

    The biggest challenge for me was working around budgets. The level was originally budgeted as one level, and remained so throughout the development of the separated sections. I had to ensure each section was given its’ due justice, without negatively impacting their remaining experiences due to cost. For this, it was essential to plan ahead of time accordingly, while finding creative solutions and balancing budget compromises to areas needing a little extra along the way. Removing lower priority elements from one, for the betterment of another.


“Fighting Chance”
Act III - Chapter 1

  • “Fighting Chance” was a level located at Vasgar airfield. Previously established as a UIR outpost against the COG during the Pendulum Wars, in Gears of War lore.

    The level was intended to be a smaller starting location in the 3rd Act’s sand open-world. Here, players would be introduced to new narrative motivations, presented with cinematic opportunities, gain access to an expanded arsenal, and introduced to new “Jackbot” mechanics.

  • My approach was to recreate elements of what was once UIR-controlled Vasgar airfield, degraded by time, weather and war - and make it feel like a currently occupied sparse settlement. Once the airfield was destroyed, it was time to fill it up with evidence of war and supply through environmental storytelling.

    NPC interactions and vendors would introduce players to a new arsenal, whilst a tutorial space was designed to introduce the use and experience of a new “Jackbot” ability against captured enemies.

  • The biggest challenge was to ensure the place felt “explorable”, whilst presenting players with new mechanics in a linear Gears fashion, without bloating the level’s limited budget.


“Some Assembly Required: Cosmonaut Training Facility”
Act III - Chapter 3 - Part 1

  • “Cosmonaut Training Facility” was a location which was under the control of the UIR in neighboring Vasgar. As the name suggests, this facility once operated as training facility for Cosmonauts.

    My intention was to recreate a believable and massively scaled training facility, destroyed by war, time, and climate. Researching typical media related to training astronauts, my goals were to recreate training areas that the average person could immediately recognize, without needing to do much research. These areas would include a recognizable centrifuge and a dried out zero gravity training pool.

    Aside from the theme, I wanted to create a uniquely engaging experience where certain parts of the facility would still be functional, to create unique gameplay opportunities. My gameplay focus was to incorporate unique environmental interactions, centered around attack/wave-defend scenarios.

  • Taking inspiration from soviet-era military installations, cosmonaut training facilities, and historical UIR lore, I started with the areas of interest I had originally prioritized (centrifuge, zero G training pool, etc) then proceeded to build paths and arenas between them.

    The centrifuge area would be the first I wanted to tackle. Building a massive arena in which to create a defensive position, the centrifuge would be its’ core component, and I wanted players to see this thing cause some chaos. Once the player restored power and activated the centrifuge, waves of enemies would advance towards the player, with the idea that players could utilize battlefield awareness to suppress advancing enemies at just the right moment to see them get annihilated. Given the poor state the facility was in I wanted this thing to break apart from the sheer force it was producing - heaving a massive component on its’ final rotation in order to expose a new path through destruction.

    Next I would create an interaction sequence within the dried out and collapsed Zero G training pool, where players would have to navigate through sections of the pool blocked by training fuselages. Here, I wanted players to coordinate with one-another, and “Jackbot”, to control cranes and expose paths throughout an almost maze-like space.

  • A huge factor in this level was budget. The facility needed to be large in scale, contain many unique art assets, interactions, and offer remarkable vista shots of what was once a large militarized space training facility. It was a balance of focusing major gameplay areas around those bigger investments, whilst finding clever ways to reduce scale and scope in areas of connective-tissue.

    By far, the most challenging experience was the technical hurdles of the centrifuge, and getting the enemy AI to play nicely with it. It presented such a technical risk, it teetered on the chopping block throughout development, but I was committed to finding an effective solution to keep such an iconic piece of training equipment. One of the issues present in Gears 5, was the lack of dynamic navigation systems - we had to bake navigation mesh. Given that the centrifuge needed to expose and block paths for allies with every rotation, while allowing enemies to travel to their demise, I undertook a fair bit of research and gathering limitations from our AI engineers and gameplay systems teams. Once I fully understood the constraints I had to work within, and gained the required confidence with my scripting ability, I was able to successfully create a nav-link system which worked with our ally/enemy system. The success of this kept the level off the chopping block, and well-within budget.

Building A New Design Team

 

Halo Infinite is a first-person shooter. In the game's story mode, players assume the role of Master Chief, as he wages a war against the Banished, an alien faction fighting for control of the Zeta Halo. Players traverse the open world Zeta Halo, fighting the Banished with a mixture of new vehicles and weapons. The campaign mode's semi-open world structure allows players to freely explore parts of the ring-world Zeta Halo setting, which are segmented off from each other and initially impassable. Scattered across the environment are Forward Operating Bases (FOBs), which can be captured once cleared of enemies. Captured bases serve as fast-travel points. Other points of interest found across Zeta Halo's surface include "high-value targets" to eliminate, Marine squads to rescue, and Banished propaganda towers to destroy. Completing these side objectives earns the player Valor, which is used to earn weapons and vehicles that players can call in from FOBs. The more linear environments within the ring's surface hew more to traditional Halo mission design.

Partnering with 343 Industries, Skybox Labs sought to recruit a new lineup of combat experienced level designers and establish a new development team, responsible for all open world combat encounters and FOB’s. Having recently shipped Gears 5, I was hired on as the Lead for this brand new team. After a few weeks of onboarding new systems, establishing new pipelines, and trips to Redmond to build rapport with our 343 counter-parts, it was time to start building a team. I was given the opportunity to evaluate potential team members from a list of candidates, hold interviews and design tests, and eventually selected the right people for the job. Whilst eagerly waiting for their start-dates, I looked back at my experiences on Gears 5 and worked together with 343 to put together a new Encounter Design Document, which established a precedence for crafting well-engaging combat challenges in the Halo universe.

During the new member’s onboarding, I designed and implemented a new encounter system which would allow my team to rapidly deploy handcrafted encounter challenges across 250+ areas of the open world, and present players with the tools and correct level of challenge based on their current condition. After a little less than a year of development, Covid hit and tragic family matters required my full attention.

Working on such an iconic franchise and career opportunity, furthered my design capabilities and personal development.

Responsibilities

Level Design Lead - World Encounters

Lead Responsibilities

  • Point of contact for 343 Industries

  • Established new level design team, responsible for all world encounters and completed campaign sites

  • Established team pipelines and task schedules

  • Interviewed new-hire candidates

  • Trained, mentored, supported, and reviewed design team members

  • Team size: 5 Level Designers

Level Design

  • Designed and authored the Halo Encounter Design Document

  • Identified and coordinated 250+ world encounter locations

  • Designed and implemented 40+ encounter locations. Each containing 3-5 possible unique variations

Systems Design

  • Dynamic Encounter Zone System

 

Dynamic Encounter Zone System

  • The open-world concept was something entirely new to the Halo franchise. The idea behind it, was to recreate that nostalgic sense of exploration and wonder that we all felt the first time we had experienced the first Halo: Combat Evolved years ago, and transform it into the modern age of gaming.

    Knowing the team would be responsible for creating a massive amount of gameplay experiences, in a relatively short amount of time, with limited resources given that this would be Halo’s debut into the open-world market - I knew this task would be a huge undertaking.

    Because of this, my intention was to create a system which would provide smaller teams the capability of rapidly developing and deploying multiple series of hand-crafted combat experiences throughout an open world setting. Additionally, my goal was for players to feel like the war experience was constantly evolving, providing them with unique experiences each time they set out to explore the environment.

  • First, I needed to identify the needs for this system:

    • A trigger-based system that would be quickly deployed within a variety of areas and scales

    • The ability to load and unload the encounter if players wandered away from the area

    • The ability to quickly craft engaging experiences that could be fit into the surrounding area (enemy compositions, props, cover, and dynamic objects)

    • The ability to include multiple variations in each zone, which would then dynamically determine the most suitable variation based on player condition (Has/needs vehicle, low health/ammo, current story progress, etc.)

    • Simple to debug and iterate

    From there, I was able to build a two-part system:

    • The place able encounter zone itself, which would drive conditions, contain an instance-editable array of encounter compositions, and allow designers to customize each asset and transform.

    • A quick-access library of premade encounter compositions, which designers could quickly drag into their placed zones, or create their own additions to the library themselves.

    The system came out remarkably useful, and we were able to fill the world with 250+ encounter zone locations, each one containing 3-5 conditional variations.

  • The biggest challenge was getting the system to correctly diagnose the condition of the player, and it’s overall design for the potential of one day incorporating cooperative play.

    I solved this by making additions to our player management system, which would dynamically assign and update flags for current player conditions:

    • Ammo count

    • Whether or not they had a vehicle, and if they’ve been on foot for a while

    • Player skill and current story progress

    • Have they been without a power-weapon for a while

    • etc.

    These flags would then be readable each time the player entered a new encounter zone, at an extremely minimal cost to performance.


250+ World Encounter Locations

  • My responsibility was to establish a team responsible for filling up the world with multiple combat experiences and challenges, in-line with the Halo franchise and the power-fantasy of being the Master Chief.

    My intentions were to not only make all the necessary preparations to maximize the creative potential of the designers, but also to ensure that from a player perspective, there was enough density of gameplay opportunities that would keep players enjoying themselves without long stretches of empty traversal.

  • Firstly, I fully inspected every inch of our world in it’s current state, in various perspectives:

    • Bird’s-eye view

    • In-vehicle

    • On-foot

    I then separated the map into several regions and zones, then digitized a topographical map with grids and coordinates to keep track of everything. Once I identified all possible encounter locations, I then iterated on the pacing, density and feel, until I got everything planned out accordingly and communicated it all with our relevant parties.

    Once my team was ready to act, my approach was to establish task assignments by sector, and to keep my finger constantly on the pulse - maintaining the production schedule, and where/how to balance assignments across my team as time went on.

  • The biggest challenge was just ensuring everyone knew where everything was, and what everyone was working on. In order to solve this, I maintained full transparency with my team by making the map assignments and progress a living document we could all update and reflect on.

    In order to keep everyone’s motivations high, and workload manageable, I established a digestable workload through layers and a priority system:

    • First pass, single experience at each zone (this allowed for early playtests)

    • Second pass, an additional variation added to each zone with focus on high-priority areas (this gave us a minimal bar of coverage)

    • Third pass, filling in remaining variation additions (this would be our accordion in which to expand or reduce, based on team health and current pace)

    During my time on the project, I was able to successfully keep my team members motivated and on-track, whilst also personally developing 40+ Encounter zone locations myself - each containing 3-5 experience variations in each.


Halo Encounter Design Document

  • From my experiences of working on Gears 5, I found the importance of establishing a formula for creating well-crafted and engaging combat encounters, that would act as both a backbone for developers, and as subtle pattern for player instincts to immediately identify and formulate tactics that filled their power-fantasy.

    Having realized early on that the team could use a structure for crafting better encounters, my intention was to create a guide for Halo: Infinite Designers that would help identify:

    • Enemy combat and behavior types

    • Enemy interactions and how certain combinations drive player behavior

    • Combat fronts, flank routes and use of cover to navigate player awareness through the chaos of combat

    • Availability of pickups, or lack there of, to throttle various experiences (survival, power-fantasy, pressure, etc)

  • First, I took a deep dive into Halo combat systems and gathered as much research as possible:

    • Played through the franchise with a notepad

    • Gathered information from various Halo combat designers and AI Engineers

    • Experimented with my own encounters, and tested a variety of combinations and experiences

    • Spent weekends playing Milsim Airsoft, to really dive in and re-engage the decision making process of combat

    After processing all the information I’d gathered, I went on to formulate the knowledge into a well-comprehensible guide, containing:

    • Information and references

    • Illustrations and examples

    • Easy to follow steps and various compositional templates to use as a starting point

    My main approach to building these encounters was to mentally rephrase them as Combat Experiences, or Encounter Puzzles - The act of identifying all elements to an encounter and environment, in order to “solve the puzzle” effectively.

  • One of the challenges was establishing the various interactions between enemies, and how they could be utilized to create unique experiences and drive player behaviors. This took several tests and iterations, but I was successfully able to create an instructional baseline for designers to work with.

    For example:

    • How to create a pinned-down experience with snipers.

    • How to raise tension and leave players in a state of survival

    • How to drive a power curve, to empower players into being the Master Chief - heroically taking the fight to the enemy

    And many more.

    It was remarkable to see the transformation and increase in quality of our designers combat challenges.

Bolstering Experiences as a Technical Designer

 

MechWarrior 5: Mercenaries is a BattleTech mecha game developed by Piranha Games released on December 10, 2019, on Microsoft Windows. It is the first single-player MechWarrior game since 2002. It was initially available as an Epic Games Store (EGS) exclusive title, which, like other games with Epic Games Store exclusivity deals, was met with criticism. On May 7, 2020, it was made available through Xbox Game Pass for PC. On May 27, 2021, it was made available on additional platforms including Xbox Series X/S, Xbox One, Steam and GOG, in addition to the DLC pack Heroes of the Inner Sphere, Call to Arms, and Rise of Raselhague.

Hired as a Technical Designer, by the Design Director of the project, during their EGS exclusivity phase - with my experience on well-received combat games and technical abilities, my main responsibility would be to target and self-assign critical areas of the game that I had felt required experiential improvements since it’s initial release, and make any changes necessary in preparation for our rerelease Steam and other platforms. While the development team was focused on developing the first DLC, my focus was on making all areas of the game feel awesome, and tie up any lingering design implementations I felt could improve the gameplay experience and accessibility. In collaboration with various Engineers and UX teams, it was an amazing experience being able to target various areas of project I had never experienced before, and immediately see positive receptions.

Responsibilities

Technical Designer

Designed and Implemented Features:

  • New Dropship Start / Spawn / Extract System

  • AI Driven Artillery System

  • In-game Mech-Switching System

  • Player-initiated Airstrike Support System

  • Mission Contract and Support Negotiation System

  • Controls for Gamepad/Console

  • D-Pad Quick-Action System

  • Gamepad Aim-Assist System

  • Gamepad Predictive Projectile Firing System

Feature Improvements:

  • Ground-Infantry NPC System

  • In-Game Map System

  • Black Market System

  • DLC Star Map Connection and Conditions

  • Map + Mission Generators

  • Redesigned New HUD

Additional Responsibilities:

  • Optimization and Bug Fixing

  • Release and Update Stakeholder

  • Discord Moderator

  • Mod Support and Point of Contact

  • User Research Analytics

  • Closed Alpha + Beta Test Controller and Twitch Streamer Support

 

My Debut as a Game Designer

 

Age of Empires IV is a real-time strategy video game developed by Relic Entertainment and published by Xbox Game Studios. It is the fourth installment of the Age of Empires series. The game was released on October 28, 2021 for Windows, and on August 22, 2023 for Xbox One and Xbox Series X/S.

Shortly before graduating from the Game Design Program at Vancouver Film School, I was unexpectedly selected and offered the amazing opportunity by Relic Entertainment, to work and continue my growth as a part of their Brian Ward Memorial Design Internship. Originally, I was told I would be working directly with the Design Director on an unannounced military-themed squad based combat game they had been recently developing, and my prior experience in the military would come in handy. Having secured a job in the industry before my actual graduation, I was ecstatic to hit the ground running, doing the work and absorbing every ounce of knowledge I could from veterans of the industry. However, I would later discover that some things had changed.

My first day at Relic, unexpected news had hit the production floor - Relic Entertainment secured the opportunity to develop the next sequel to the Age of Empires franchise… and my project team would be leading the charge. Developing the next edition to such an iconic franchise, from the ground up, the energy of the studio could be felt miles away. Working for my director was an incredible experience, not only seeing the inner workings of development within a core crew and learning from experienced developers, the director gave me the opportunity to spread my creative wings to formulate new designs and prototype them out as functional mechanics to the game. I fully engulfed myself into the craft, researching historical references, travelled to Poland to learn Horseback Archery, the works. It was amazing to see my contributions praised and accepted into the main game.

As my internship came to an end before Age of Empires 4 entered production, my director and I went for our daily visit to a neighboring coffee shop, where he then offered me a full-time position as an Associate Designer. Working for Relic Entertainment was an amazing debut into the industry, and will never forget the knowledge I gained.

Responsibilities

  • Design, document, prototype, and implement gameplay features and mechanics

  • Collaborate with various engineering teams

  • Drive reviews and milestone check-in’s together with other team members, and our Microsoft friends

Shipped Features

  • Systems Design

    • Garrison system, with targetable units

    • Attack/Visibility Elevation system

  • Gameplay Design

    • Mongol Force

    • Army Unique traits and abilities

    • Siege Towers, Trebuchets, and garrison capable Walls and Fortifications