GAMES

Assasins Creed Shadows

Technical Realization Designer on Assassins Creed Project Red currently in Development. Focus on Cinematics, World, NPC, Scripted Events, Quest and Narrative


Genre 3rd person stealth action
Engine Unreal Engine
Team- Size 15
My involved Development Time 21 Weeks

Sicaria

Technical Designer on the third-person stealth action game set in Antwerp 1600s.
Focus on Technical Level Scripting, Quest and Narrative including seamless transitions from Gameplay to cinematics.
The game was released on Steam with very positive ratings from the community

  • Concepts / Core Loops / Narrative / World Building
  • Technical Level Design
    Interaction System,
    AI Scripting, Mission & progression, Layout & Modularity
  • Technical Art Pipelines
    Modular Kits, Set-dressing & Lighting, Creative Direction for Character & World
  • Technical Animation Pipeline
    AnimBP, State Machines, Control Rig, Notifier, Montages, Sequencer

Genre 3rd person platformer
Engine Unreal Engine
Team- Size 20
Development Time 8 Weeks

Pango

Pango is a skill-based third-person platformer.

During the conception phase I developed game concepts, assembling pitches, and presenting them to stakeholders. As one of the Leads we facilitated scope breakdowns, managed the product backlog, identified, and tracked risks.

I prototyped metrics, coyote time/ledge grab and gameplay challenges, established with the artists modular kits, and crafted tools to speed up the level design and set dressing workflows.

I was responsible for the art direction and the creation of the Art Bible to establish a shared vision, initial lighting and color, player affordance setup, among other aspects.

In the final weeks, my focus shifted to set dressing, refining and iterating over the level layout, composition and lighting.

Responsibilities

  • Project and Team management with Jira and Agile Sprints
  • Established and facilitating Scope Breakdown, Product backlog and risk list
  • 3Cs and metrics prototypes - acceleration, jumping, climbing, coyote time
  • Prototypes and Concepts for Gameplay Challenges
  • Level Design Tools, Modular Kits, World Design and Pipelines

 

  • Establish Art Direction and the Art Bible to facilitate a shared vision
    and presenting to Stakeholder
  • Procedural Tools
  • Established Art Pipelines and Workflows
  • Set dressing and Lighting

Genre 3rd person platformer
Engine Unreal Engine
Team- Size 10
Development Time 8 Weeks

Super Circus Fruit Show

Super Circus Fruit Show is a chaotic physics platformer.

I helped conceptualizing and iterating on 3Cs, level design & gameplay experiences, envisioning and transforming concepts into practical challenges and level layouts.

I enhanced the level design team's efficiency with a custom Spline Tool for more effective blockouts and track generation. Building upon this, I further evolved the tool into an advanced procedural track generator using Houdini HDA for Unreal which improved our design possibilities.

I was responsible for the finalization of the second level, from its initial blockout to the final set dressing.

Working collaboratively, established art direction and lighting for the levels and provided benchmark assets as examples for the art team. Additionally, I designed juicy slicing VFX and other effects for player feedback.

 

Responsibilities

  • Gameplay and Movement Concepts

  • Level Blockout & Setdressing

  • Prototyping and Iteration on level layout and challenges

 

  • Procedural Tools for Level Design and Set dressing
  • VFX - Player Feedback
  • Setdressing and Lighting

Awards

  • BUAS - Industry Audience Award 2022
  • BUAS - Best Programming Award 2022

PROJECTS Highlights

Intro Cinematic

Scripted Events & seamless Cinematics

Scripted Level & Cinematic Events

From storyboard development to iteration and implementation, I focused on enhancing interactive scripted content within the level design. I developed custom tools to trigger, manage, and assemble scripted and cinematic events, aiming to seamlessly integrate narrative moments into gameplay. For the first level of our game, I designed together Together with the Level Designer we crafted an engaging narrative reveal to hook the audience while introducing key mechanics through the tutorial.

 

  • Gameplay Transition into and out of the cinematic sequence
  • Interactive Scripted Level Events with different stages
  • System and Tech Design for AI, Cinematics and Events
  • Narrative Hook for the Intro Level to get the Player right into action
  • Close collaboration with the LD on planning, iteration and documenting
  • Planning  and organizing MoCap Shoot and Cinematic integration
  • Short Timeframe of 3 Month

Third Person Shooter

 

A small Prototype to integrate different Systems to function as a playable Shooter with

Multiple Weapons, Customizable spread, Health System, visual and UI feedback.

 

  • 3rd Person Prototype based on ALS C++
  • Weapon System Integration
  • UI Integration

Interaction System

 

  • Modular system design, adaptable for various interactables
  • Animation implementation via data tables for flexible control
  • Directable Hand-IK placement for scene-aware positioning using ControlRig
  • 'Walk to Location' feature with a slowdown effect
  • Motion Warping to enhance character transition
  • Animations crafted in Cascadeur

Featured on 80.lv

 

 


TECHNICAL ART & VFX


ENGINE PROJECTS


SKILLS

Technical Game Design

 

  • Game Concept & Pitch development
  • RGD, Core Loops, High Level and Bottom up
  • 3Cs, Skills Feature & Gameplay Prototyping
  • Scripting - Blueprints, Python, C# and basic C++
  • Level Design - Blockout to Setdressing
  • Macro Design, Beat Charts & PreViz
  • Camera, Sequencer, Scripted Events
  • Interaction and Gameplay Systems
  • Tools
  • Documentation & Structure

Technical Art & VFX

 

  • Dynamics & VFX
  • Procedural world building

  • Scripting
  • Technical Animation, Sequencer Control Rig
  • Pipeline & Tool Development
  • Setdressing and Lighting
  • 3D Modeling & Texturing:

Production

 

  • Jira and Confluence
  • Agile Development (Scrum & Kanban)
  • Perforce, Git and Plastic SCM
  • Problem-solving & Risk Management
  • Managed teams up to 25 people

  • Coordinate closely with directors and
    production teams to establish a shared vision
  • Brief, Coordinate and Benchmark Outsourcing Teams
  • Attention to detail, process knowledge and ability to manage multiple priorities at once

 

 

SOFTWARE


  • Unreal Engine (BPs, Python and basic C++)
  • Unity 3D (C#)
  • Anvil
  • VS Studio & Code
  • Rider
  • Jira, Confluence
  • Perforce, Git, Plastic SCM
  • Houdini (Vex & Python)
  • Blender (Python)
  • Maya (Mel & Python)
  • Substance Painter
  • Substance Designer
  • Cascadeur
  • Motion Builder (basics)
  • Photoshop
  • After Effects
  • Premiere/Avid/Final Cut
  • DaVinci Resolve
  • InDesign
  • Illustrator
  • Cinema 4D

Assasins Creed Images ©Ubisoft