MOre Games
Summary
Here are several more AAA-Console Games which I had the privilege to work on.
These projects and studio tenures are spanning years 2002 - 2020, and intercut throughout my complete career.
Roles include:
Game Writer
Sr. Game Designer
Sr. Level Designer
Content Designer
Producer
Consultant
Contents
Ascendant Studios:
Immortals Of Aveum
Crystal Dynamics
Tomb Raider
7 Studios
The Sopranos - Road To Respect
THQ
The Punisher
Legacy Interactive
ER
Senior Level Designer
Unreal Engine 4.26
Crafted Levels/Arenas and Environmental Puzzles; block-out with BSP, custom meshes, and tile-kits. Scripted first-pass combat experiences. Contributed to general design discussions, ramping and pacing, design tools, and best-practices
Single-player/narrative level design and descriptive level write-up for “Library” (Recursive play-space featuring a central hub, three wings to explore, and large-scale environmental puzzle elements)
Multiplayer Arena Maps and play-spaces for a Training level. (Arenas/environments include: river-rapids with enemy stronghold and bridge-crossing; wooded area with ruins, plains area with enemy-fort-ruins and sniper tower, open-streets promenade, two-story cistern-ruins, and castle-ruins)
Sr. Level Designer
(Hub team)
Whatever it is, Hub level design (common play-space updated as the story progressed) and contributed to level design on the Waterfall descent and Scavenger Camp levels
Helped established working processes, development standards, conventions, metrics for gameplay in collaboration with the team
(Waterfall descent) Crafted unique geometry, level flow, skilled traversal, and plane-crash action sequence
(Scavenger camp) Built environment, arena area to showcase combat, cover areas, environment puzzles, and skilled traversal areas the way you tell your story online can make all the difference.
Level Designer
Satriales
The Gym
Night Club
The Wilderness
Scripted level events and interactions, enemy encounters, puzzles, and unique gameplay events.
Writer
Creative writing collaboration with HBO staff writers
Contributed to the game story, scenes, and VO script
Owned the design for side quests missions, dialog branch system, and documentation
Designed the conversation branching dialog system.
Producer
Design liaison, managing all tasks, and tracking deliverables for the design team
Hosted daily design team scrum meetings; hosted creative narrative jams, game discussions, review meetings
Worked closely with the project leads to help ensure game levels and features were entertaining and balanced
Solicited feedback from team members; collated official feedback with design solutions for improvement to the design process, scope, and content
Assistant Producer / Content Designer / Consultant
Handled the IP Adaptation
Worked closely with Volition Studios designers (developer)
Helped design "Slaughter mode" and environmental kills
Production Assistant / QA Manager