MY PORTFOLIO
01
Action-adventure

OPEN WORLD LEVEL DESIGNER
Level Designer 'Bloomsbury, Regent's Park, and Marylebone district'
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Planning:
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Did extensive research into London specific districts and included buildings and POIs that are familiar to Londoners and tourists
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Chose specific interior and exterior POIs which would provide many different fun and challenging gameplay scenarios (with dynamic mission objectives) for different play styles
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Made sure POIs are visible when driving down main streets (for player guidance)
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Designed locations with good flow, drivability, and verticality in mind
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Worked with TDLDs to make sure interior & POI gameplay locations were within loading and unloading budgets and setup triggers that enable smooth loading and unloading transitions
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Planned for POI locations with specific 'best option' play style in mind. I.E. some locations were best for infiltration/stealth/hacker, while others were good for assault. This allows players to switch operatives to best tackle a specific area. I visually telegraphed this to the player by either setting up a lot of explosive barrels in a location to signal for assault or provide lots of vents, cameras, and hacking intractables to show it was the best option for a hacker
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Made sure to design my levels which supported as many ingredients as possible that game design supported such as: spider bot, motion detector, camera to camera, junction box, propane tank, breakables, closed circuit box, walkie-talkie, fire extinguisher, and camera to phone distract setups
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Setup fun placements of collectibles with unique gameplay puzzles for: Darkfibre box, safe box, placed box, crypto skimmer, skill points, masks, street art, weapon blueprint, data drive (relic, analog note, digital note), see-say (corrupt, landmark), hardware hack, kick-up (soccer keep-up game in parks), and parcel fox courier setups
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Created and updated documents and blueprints to present to directors and QC
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Created many micro, small, and medium locations (Albion Internment Centre, United Souls Church, Cruciform Hospital, Bondwick Square, Russell Square, Crescent Park, Thorne's Felts, GBB House, Senate House Library, University College London, and British Museum) which included AI patrols, camera to camera setups, puzzle lock ingredients, support for flying drone, spider bot drone gameplay, and full 360 gameplay approach which guaranteed no two player walkthroughs were the same
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Worked on many graffiti reach locations, survive enemy wave setups, destroy objectives, transfer data gameplays, neutralize targets, and survive gameplay setups
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Setup and balanced red zones with different types of AIs (Faction affiliates, affiliated civilians, and different types of enemy archetypes: Grunt, Overwatch, Rusher, Grenadier, Chase Drone, Riot Drone, and CT Drone) based on play style, difficulty, and faction of the level
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Tagged and setup all building NPC doors with its appropriate type (government, hospital, commercial, pub, tube station, etc…) which showcased where the NPC you profiled came from or is headed off to
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After all the level designers were moved off the project, I became responsible to work with Game Design and the Animation team to place HVC CLOs (Bee Keeper, Spy, Professional Hitman, Anarchist, and Protest Leader) all across London in all districts
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Worked on prototyping uprising rioting CLO setups which organically created fighting and standoff scenarios between the Albion/Police and civilians
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Did a world pass on CLO/STP placements of civilians based on different world states (Controlled, Resisting, and Underbelly)
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Worked directly with various team members:
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Different sub-district Open World Level Designers and Mission Designers (TOR/MTL)
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Coordinators, Managers, Game Designers (TOR/MTL)
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Associate Level Design Director, Art Director and TDLDs (TOR/MTL)
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Synced up with Montreal studio to align the high level look and feel of the reach puzzles, distribution, and difficulty
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Development Testers, Quality Assurance/Control Team
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02
Action-adventure

OPEN WORLD LEVEL DESIGNER
Toronto mandate 'Silicon Valley - Belmont' Level Designer
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Planning:
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Did extensive reserach on the Belmont district and prepared various top down 2D designs
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Chose specific memorable key locations (POIs) and designed gameplay around them
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Created and kept up to date tracking documents on puzzles, collectables, and Interactables
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Planned and designed locations with good flow and drivability
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Created and updated clear documents and blueprints to present to directors and QC
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Setup placements of collectibles with unique gameplay ingredients (X and Y interactions)
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Created 'forbidden zone' areas with encounters against street gangs and security forces in POIs
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Insured POIs are visible when driving down main streets and supported 360 approach
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Crafted graffiti reach locations, black suit case rewards, encrypted drive rewards, hard difficulty unique vehicle puzzle reward, Nudle unique component character unlock and more
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Worked directly with various team members:
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Different sub-district Open World Level Designers and Mission Designers (TOR/MTL)
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Coordinators, Managers, and Game Designers (TOR/MTL)
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Associate Level Design Director, Art Director and TDLDs (TOR/MTL)
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Synced up with Montreal studio to align the high level look and feel of the reach puzzles, distribution, and difficulty
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Quality Assurance/Control Team
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03
Action-adventure

WORLD DESIGNER
Toronto mandate Principal World Designer
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Planning:
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Created many animal distribution documents and blueprints to present to directors
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Made excellent use of terrain and heights to showcase animals including rare/unique ones
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Synced up with other studio partners especially Montreal studio to align the high level look and feel of the animal density, distribution, difficulty, and scarcity
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Created and kept up-to-date documents showcasing what, where, and how many ingredients were used across the regions I worked on
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Supported on the Neanderthal, Meso, Mammoth Hunt, Bear Hunt, Dire Wolf Hunt, and Sabretooth Hunt zones with collectable and wildlife distribution
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Carefully crafted wildlife regions according to the space, climate, and feel of each map zone
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Placed encounter markers and overlaps of animal distribution for territorial combat interactions
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Setup placements of collectibles (masks. tribal totems, relics, socles, treasure hunt maps, treasure hunt locations, lumes, supply bags, pillar of fires, cave paintings, different leaf colours, plant roots, slates, flints, obsidians, megalith stones, boxwoods, yews, maples, reeds, clays, and hydraulic limes) in a logical way
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Was responsible for open world ingredients such as plant seeds and tumulus
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Worked directly with various team members:
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Different sub-district Open World Level Designers and Mission Designers (TOR/MTL)
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Coordinators, Managers, Leads and Game Designers (TOR/MTL)
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Level Design Director, Art Director and Technical Directors (TOR/MTL)
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AI NPC Designer
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Quality Assurance/Control Team
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Mentored a Jr. Level Designer
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04
Action-adventure, Stealth

MISSION & QUEST DESIGNER
Bievre District– Mission & Quest Design
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Planning of mission layouts:
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Comprehensive historical (French Revolution) research to support quests’ storyline
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Created many mission/design document pitches and blueprints
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Worked on complex murder mysteries, defend, kill, chase, tail, exfiltration, artefact & treasure hunts contracts
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Scouted, planned, and repurposed areas/buildings to accommodate for quest gameplay
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Worked on AI setups, patrols, and encounters while balancing the interactions between the player and archetypes such as protectors, allies and enemies in quests
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Placed collectibles around fun gameplay elements
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Used sewers, rooftops, indoor and outdoor locations to their fullest potential in quests
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Was part of a three man quest design team that took care of the entire Toronto studio mandate for ‘1000 Stories of Paris’
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Synced up with other studio partners to align the high level mission objectives
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Proactively kept my scripts clean and organized and kept my bug count low
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Integrated crowd life and crowd masses into quest design and flow planning
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Designed and debugged complex scripts
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Worked directly with various team members:
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Different sub-district Level Artists, and Open World Level Designers
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Architecture team and Modeling/Props team
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Mission, Heist and Quest Designers (TOR/MTL)
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Coordinators, Managers, Leads and Game Designers (TOR/MTL)
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Narrative team, Level Design Director, Art Director and Technical Directors (TOR/MTL)
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Quality Assurance/Control Team
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05
Action-adventure, stealth

LEVEL & MISSION DESIGNER
Level & Mission designer of the American Consumption Chicago map
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Planning:
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Created sketches, blueprints, and level pitch ideas for American Consumption level
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Designed the level layout from 2D conception to completion
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Worked with narrative and game design to do flow & story beats
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Maximized the level's potential for Ghost, Panther, and Assault play styles
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Planned and designed areas of exotic gameplay sequences
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Carefully managed the level budgets by loading & unloading AI, assets, and map sections
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Logically placed AIs, collectables, triggers, covers, and variety of intractable systems
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Made a proposals to Narrative for NPC dialogue/bark lines for AI conversations
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Provided Farsi translated signs that was needed for other levels in the game
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Scripted reinforcements, timed events, sync points of AI, and gating scenarios
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Created and tested builds for testing and worked on debugging and bug fixing
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Worked on AI smart combat zone setups, AI search corner sweeping and grenade flushing tactics
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Troubleshot Navmesh, worked on tuning, optimization, and debugging
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Participated in reviews, playtests and implemented requested changes very quickly
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Worked directly with various team members:
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Level Artists, Modellers, Narrative team, Texture Artists, Technical Directors, Game Designers, Creative/Art/Level Design Directors, Animation, Testers and other Level Designers
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Requested elements from Programmers for the level specific gameplay
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