Genre | 3rd person stealth action |
Engine | Unreal Engine |
Team- Size | 15 |
My involved Development Time | 8 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 to finished Setdressing
- Prototyping and Iteration on level layout and Ingredients
- Level Design Tools
Awards
- BUAS - Industry Audience Award 2022
- BUAS - Best Programming Award 2022