Level / Game / World Design Portfolio
A chronological list Level, Game, and World Design works throughout my career.

Design Portfolio

Below is a selection of examples of my works + a gameology (is that a word?) in chronological order from most recent -> oldest.

  • Level / World Designs
  • Hero / Combat Design
  • System / Economy Design
*Note: Environment art work from the animated show ReBoot: The Guardian can be found on the World Building page.
Hirogami
Lead Level Designer
Unreal Engine 5

Youtube Link to Trialer: https://www.youtube.com/watch?v=FiAxh0lTGGA
"Volcano" Level
RationalCreate the ultimate vertical gameplay experience - with inspiration from Lord of the Rings - for the level that has a fun rational progression of a new player mechanic!

Design Work: Level Concept Pitch, Blockout & Layout, Puzzles / Traversal Gameplay Design, Construction / Event Scripting, AI Combat Setups, Authored Camea Implimentation, First Art Placement Pass + Lighting

YouTube Links:
1. None Yet 
"Mushroom" Level
RationalCreate an 'Epic' journey gameplay experience - with the inspiration of a Witcher quest - with many new bespoke platforming traversal gameplay moments.

Design Work: Level Concept Pitch, Blockout & Layout, Puzzles / Traversal Gameplay Design, Construction / Event Scripting, AI Combat Setups, Authored Camea Implimentation, First Art Placement Pass + Lighting

YouTube Links:
1. None Yet 
"Temple" Level
Rational: Create an 'Epic' journey gameplay experience - with the inspiration of a Zelda dungeon - with many new bespoke platforming traversal gameplay moments.

Design Work: Level Concept Pitch, Blockout & Layout, Puzzles / Traversal Gameplay Design, Construction / Event Scripting, AI Combat Setups, Authored Camea Implimentation, First Art Placement Pass + Lighting

YouTube Links:
1. None Yet 
Level #4
Rational: Create an 'Epic' journey gameplay experience with many new bespoke platforming traversal gameplay moments.

Design Work: Level Concept Pitch, Blockout & Layout, Puzzles / Traversal Gameplay Design, Construction / Event Scripting, AI Combat Setups, Authored Camea Implimentation, First Art Placement Pass + Lighting

YouTube Links:
1. None Yet 
Horizon 2: Forbidden West
Senior World Designer
Decima Engine
Rebel Camp: Fenrise 
Rational: Create the ultimate vertical gameplay experience with inspirations from treeforts and Old Fort William.

Design Work: Level Concept Pitch, Blockout & Layout, Scripting, AI Pathing

YouTube Links:
1. Rebel Camp 05: Fenrise 
Gauntlet: Las Vegas
Rational: Weave players though the Las Vegas ruins at night while experiencing the ebb and flow of being in the darkness of a desert and the extremely bright lights of the Vegas holograms.

Design Work: Activity Experience Pitch, Blockout & Layout, Scripting, AI Pathing

YouTube Links
:
1. The Stillsands Gauntlet Run

Rebel Outposts
Rational: To create a pure open world design layout that players can solve for either with combat or stealth. Each Outpost utilized the same objective structure and had unique layouts and differentiating end requirements to disrupt the monotony of the player experiences.

Design Work: Activity Framework, Blockout & Layout, Scripting, AI Pathing

YouTube Links:
1. *Jagged Deep
2. *Plainsong
3. *The High Turning
4. *Shining Wastes North
5. Stillsands North
6. *Runner's Wild
7. The Stand of the Sentinels
8. Raintrace East
9. *Raintrace West 

Note: * ones I was the primary designer, and the others were collaborations. If the outpost is not listed I only had part in the framework of the activity.
Underwater Caves
Rational: Swimming was a major gameplay experience for HRZ2 so I created spaces that focused on the calmness and beauty of swimming while keeping the challenges focused on 360 spatial awareness and some unexpected encounters.

Design Work: Concept Pitch, Blockout & Layout, Tileset Shell Creation, Scripting, AI Pathing, Collectible Placement 

YouTube Links:
1. Daunt West Sunken Cavern
2. Restless Weald Sunken Cavern
3. Daunt East Sunken Cavern
4. The Gouge Sunken Cavern
5. The Raintrace Sunken Cavern 
6. Sheerside Mountains Sunken Cavern
7. Cliffs of the Cry Sunken Cavern   
Underwater Ruins
Rational: Wanting to use real world areas for the player to swim around, I found recognizable areas and created some ruins for them to discover.

Design Work: Blockout & Layout, Scripting, Collectible Placement 

YouTube Links:
1. The Jagged Deep (Lake Mead)
2. Mono Lake
3. Alcatraz

Unreleased Activity
A major Activity is TBD released, so I apologize for a lot of vagueness here. During playtesting they were scoring 90+.
They were pushed back from release because of animation capacity issues.

Rational: Building up a thematic narrative leaning on the strengths of open world approach which leads to the toughest machine battle in the game.

Design Work: Concept Pitch, Blockout & Layout, Interactive Object Scripting, AI Pathing and Scripting, Combat Setups, Objective Scripting, Cinematic Previs + Writing Script Implementation

YouTube Links:
1. Utah: The Altar of Sacrifice 
2. San Francisco: Legion of Honor
*note: The image of the space is at 3:18 
Dungeon Defenders 2
Lead Level Designer
Unreal Engine 3
The Dead Road
Rational: Have three distinct 'zones' that players can easily identify where they are, each with their own 'style' of turrets with unique traps, which reinforce the level's visual narrative be being haunted.  

Design Work: Level Concept Pitch, Blockout & Layout, Scripting, AI Pathing

 YouTube Links:
1. The Dead Road Playthough 

Artist's ArtStation Page
Drakenfrost Resort
Rational: Create a majestic mountaintop playground using Japanene Onsen's as an inspiration. Allow players to go on rooftops to feel like ninjas and discover clever ways to push enemies into the center river.

Design Work:
 Level Concept Pitch, Blockout & Layout, Scripting, AI Pathing

YouTube Links:
1. Drakenfrost Resort Playthough

Artist's ArtStation Page
The Dead Road 
Designer: Chris James
Artist: Daniel Diaz (link)
Drakenfrost Resort
Designer: Chris James
Artist: Daniel Diaz (link)
Quantum Break
Senior Level Designer
Northlight Engine
Monarch HQ Lobby
Rational: Create a Zero State ping-pong environmental destruction showcase piece that uses DMM pre-rendered destruction simulation.

Design Work: Level Concept Pitch, Blockout / Layout, Event Scripting

YouTube Link:
1. Act 5 Part 1 - Monarch HQ
Cut Levels (Beth)
There were 3 levels that I fully blocked out and scripted that focused on Beth as the main protagonist. These levels were pre-production completed, approved, and ready for first art pass.

Mid-way though production Beth Wilder was cut as a main playable character, therefore these levels were also cut from the game. It was a very sad day for me.
Agents of S.T.O.R.M
Though not part of Quantum Break, for a couple of months I helped out as a Senior / Lead Level Designer on a mobile project.

I defined their cross-discipline level development pipeline and co-designed the 'fourth' island set (about 12 levels I think) with a junior designer who was also on loan from the Quantum Break project.
Hitman (2016)
Lead Level Designer
Glacier 2 Engine
Paris Fashion Show
Rational: Amidst a prestigious haute couture fashion show, create a number of incredible assassination opportunities that allows Agent 47 to dispose of their  corrupt targets in interesting and spectacular ways.

Lead Work: As the Lead Level Designer on the project I did not work directly on the level, but provide creative direction and support to the team during it's pre-production. 

YouTube Links:
1. Paris Fashion Show

Hit Week
Rational: With a 1 week timeline split the entire development team into 6 multi-discipline groups, remove titles, and focus them on creating 1 Hitman style level each that focusing on a single target in a location of their own making.

Lead Work: Organize all 6 groups, morning meetings about "Today's Goals" (brainstorm, prototype, playtest, refine, present), setup play space for Friday play session for the IO Studio. 
Frameworks
Rational: As part of the Lead Level Design position it was important to come up with character, gameplay, and narrative frameworks for out design team that focused on Open World gameplay opportunities for the players - as this was the 'Hitman' experiences they loved from Blood Money and not from Absolution.  
Hitman World Design and Narrative Frameworks
Dragon Age: Inquisition 
Level Designer
Frostbite 2 Engine

*note: My intent is to not misrepresent the hard work the DA:I team did - I was only on the project during pre-production and I hope my descriptions below are clear in how I was only a part of the initial development of these designs.
Champions of the Just
Design Work: Gameplay Outline and Pacing Flowchart

YouTube Links:
1. Champions of the Just Walkthrough
Wicked Eyes and Wicked Hearts
Design Work: Gameplay Outline and Pacing Flowchart

YouTube Links
1. Wicked Eyes and Wicked Hearts Walkthrough

Fade Rift Encounters
Rational: Spinning Plate encounters that combined combat and a visually stunning focused interactive object, which directly ties into the 'volatile magic' narrative of the Fade.

Design Work: Design Framework and Documentation, Gameplay Prototypes

YouTube Links:
1. Closing a Fade Rift
Spider-Man: Edge of Time
Lead Designer
(Credited Lead Level Designer)

Level Design 
Rational: As all of the locations for Spider-Man: Edge of Time were decided upon before my arrival, my responsibility was to taking a team of technical designers and help them with creative layout guidelines, in-game camera direction, and level design workflows, while mentoring each individual with their career ambitions.

Design Work: Blockout Rules, OCR Frameworks, Level Design Workflows, Mentorship
Combat Design
Rational: A couple of months after starting the Lead System Designer left the company, and as there was only 2 other system designers I took the responsibility to redesign the combat flow for both Spider-Man characters, economy pacing, and UI. As there was no animation resources for new systems everything has to be remixed from Spider-Man: Shattered Dimensions.

Design Work: Combat System and Input Flow, Distance and Movement Speed Breakdowns, Energy / Power Meter Design + UI/UX, Economy Design and Balancing

DLC Design
Rational: Creating a repeatable arena for players to try out different upgrade paths in order to get the best clear time. (Think of League of Legends characters leveling choices from lvl 1 - 18).  There were two arenas made, and each Spider-Man had their own XP awarding after each Wave.  

Design Work: Economy and Pacing Balance
SM: EofT Combat Design, Economy, and Workflows
The Force Unleashed 1 & 2
Level Designer
Ronin Engine
Aboard The Salvation
Rational: Fighting the unknown terror of something unknown in an eerie atmosphere while rushing to find Juno and ensure she is safe. 

Design Work: Blockout and Layout, Scripting, Combat Setups, In-Game Cinematics, In-Game Cinematics, Ability Tutorial Design

YouTube Links:
1. Aboard The Salvation: Part 1

*note: There is a Part 2, but those areas were done by different designers.
The Battle for Salvation
Rational: Constantly being boarded by the Empire because of an arrival trap laid, creating a massive moment of blowing up a Star Destroyer.

Design Work: Level Concept , Blockout and Layout, Scripting, Combat Setups, In-Game Cinematics, Puzzle Design

YouTube Links:
1. The Battle for Salvation
Hoth
Rational: Infiltrate the Hoth Base from the back door, explore the space in areas never seen before in the movies, and experience deeper lore about Wampas and their hated for Droids.

Design Work: Blockout and Layout, Scripting, Combat Setups, In-Game Cinematics, Puzzle Design

YouTube Links
1. Hoth DLC
 *from 4:18 to 11:52
Indiana Jones: Staff of Kings
Level Designer
Ronin Engine
Panama
Rational: The first major 'vertical slice' space that the design team took on together. I was assigned two areas:

1) A puzzle area that focused on Indy's whip, a pendulum, which parts a waterfall of Water Fluid Dynamics.

2) A Run For Your Life bookend of the
Panama level where Indy is running through dangerous obstacles while a massive rush of water chases him. 

Design Work: Blockout and Layout, Authored Camera Scripting, Interaction Scripting, Puzzle Design
Istanbul
Rational: Indy starts in the cisterns of Istanbul, needing to use the Jade Medusa Heads as a puzzle element. Indy: SoK was canceled soon after I was assigned this space.

Design Work: Blockout and Layout, Scripting, Combat Setups, Puzzle Design
Prototype Ruins
Rational: A variety of working 'ruins' that are both for layout design practice and possible implementable gameplay spaces one there is a location that makes sense.

Design Work: Blockout and Layout
Greybox: Tunnel Gauntlet
Greybox: Panama Kuna Villiage
Greybox: Jade Sphere w/ Dynamics Water
Greybox: Panama RFYL 'Lego' Sections
Army of Two
Level Designer
Unreal Engine 3
Iraq
Rational: Being mercenaries in a foreign place, needing to complete contracts from the military while navigating through local settlements and oil production facilities. 

Design Work: Blockout and Layout, Kismet Scripting, Combat Setups, Level Loading, Narrative Design

YouTube Links:
1. Iraq Walkthough
Afghanistan
Rational: A sense of vast vertigo and 'fish in a barrel' combat gameplay where asymmetrical cooperation is key to survival while making best the use of HDR light and darkness changes.

Design Work: Level Concept, Blockout and Layout, Kismet Scripting, Combat Setups, Level Loading

YouTube Links:
1. Afghanistan Walkthrough: Base Jump Section
*from 11:33 to 14:55
Kowloon
Rational: Small and tight room-to-room spaces where enemies can come from anywhere, and the player's feel vulnerable by being constantly entrapped in twisting spaces that are difficult to have directional orientation.

Design Work: Layout, Scripting (text based)

*cut level at this was a space created in the Radiant Engine before the project switched to Unreal 3.
Full Auto
Contract Level Designer
MOD Engine
Micro-Population, Havok Physics Cleanup, AI Pathing + Chevrons Refine
Rational: As the game was already far into production - an all levels assigned - it was my responsibility to assist the environment artist and level designers with cleaning up Havok Chunks (from the auto generated breakup script), refine AI pathing and chevron placement + collision fixing, populate various areas with street-level objects that can runs into and destroyed.

Design Work: Micro-Population of Dynamic Assets, AI Pathing Refinement, Havok Collision Cleanup

YouTube Links:
1. Environmental Destruction
2. Chevron Placement + Micro Population
3. ShipYard Level
*note: Calling out this level specifically as I remember doing a lot of assisting work in it, though it was designed by another designer.
Environment Showcase, Car Glamor Cameras, Level Reverse Camera
Rational: The start of every level has three different showcase cameras:
1) The level pan,
2) The track reverse,
3) The car's multi-cut glamour camera.
I placed each of these in all of the levels game-wide.

Design Work: Place and animate Level Pan, Track Reverse, and Car Glamour cameras.

YouTube Links:
1. Level Start + Car Camera A
2. Level Start + Car Camera B

Editor Documentation
Rational: When I started on the project there was no documentation at all on how to use the editor for new users ... so I made one. It ended up being 14 pages on how to setup and use the MOD editor.

Design Work: Technical writing.
Soccer Skillz (Studio Demo)
Environment Artist
Gamebryo Engine

New York & Brazil
Rational: A 3v3 street soccer game where players go head to head on the streets of New York and on a beach in Brazil. The art style meant to look and feel realistic. 

Env Art Work: Concept & Research, Low Poly Modeling, UV Layout, Surfacing, Background Animation