
Role: Senior Level Designer
Agents of Mayhem
Engine: In-house CTG Engine
Highlights:
Designed layout of the main city map
Built many blocks and iconic points of interest in the city
On a multidisciplinary strike team involved in the early creation of many of the game’s main player characters and villains. We pitched over 100+ characters.
Traversal Designer. Prototyped traversal mechanics for on-foot and vehicles. Built open world traversal sequences
Designed spaces for Procedural gameplay
Work on a small team to develop unannounced spin-off
Open world city layout, built city overworld and underground with in-house City Planner. Helped develop production pipelines for environments, Prepared specs and documentation for team roll-on, worked with outsourcing and Art dept to develop concept art.
Level layout
Level Design for Procedural Gameplay
Most city blocks in Seoul were built as a cluster of layered combat arenas linked by various traversal mechanics - anything from very simple traversals to more elaborate platform jumping sequences with aerial drones, etc. At a high level, the procedural gameplay manager system would select a type of content and look for blocks or encounter volumes of a certain size that contained all the necessary pre-placed markup that it needed to work. Level Designers constructed spaces with kit pieces, building prefabs and custom geo as needed. LD were also responsible for placing markup needed for gameplay and placing ambient life nodes.
The goal for a level designer when designing a city block was to make sure any gameplay space were recognizable as such, fun for general combat and easy to navigate in isolation. Bonus points to linking it to other spaces to other blocks. Gameplay spaces could be tailored for particular missions or for specific types of gameplay events by arranging the markup within the space.