Exodus - Archetype Entertainment - Climax Studios

As an Experienced Level Designer, my daily tasks would vary greatly to match project requirements as they evolved or changed direction at a moment’s notice.

Often working on multiple areas of a single level to the design of an entire level, from conceptualisation to whitebox iterations to final product, to working across multiple levels and areas contained within. Working across main story missions, side missions, and the game’s main hub city, which contained a variety of additional areas for players to unlock and explore.

Throughout the levels/areas I had ownership of, I also designed, scripted, and implemented a variety of Combat, Stealth, and Puzzle Encounters. These encounters varied in size and complexity depending on which stage of the game’s story they took place, and the abilities/weapons/companions the player had unlocked.

Due to the nature of the project and client requirements, I had room to experiment with a variety of different styles of Level Designs and the features I incorporated within those areas/levels:

  • I was given ownership of several key areas/levels of the project, which included designing key combat and stealth encounters.

  • I worked closely with several disciplines and stakeholders, mainly the Combat and AI Team, Mission Narrative Teams, Project and Mission Design Directors, and the Environment Art teams, as I continued to create and iterate upon my Level Designs to ensure a cohesive and engaging experience for players of all skill levels.

  • Working with the Narrative Teams and Mission Design Director for a given mission area/level, I would be given a brief outline of the beats for the level. I had the freedom to amend, add, or remove elements of the suggested Narrative and Gameplay for the mission areas/levels to provide a more fun, engaging, and streamlined experience to players.

  • Bug Fixing is always key to any game design at any stage, and we actively participate in bug fixing leading up to every milestone submission.