ROLE: Mission Designer
Platform: Unannounced | Engine: UE5
The Star Wars FPS was an exciting opportunity to work on a game from the very beginning of development. Unfortunately, details and example work cannot be shared.
My Work
Mission, Level, Systems Design
Prototyped and served as DRI on 2 early major game features using Twine
Prototyped 5 various action blocks in engine experimenting with wholly new or existing, manipulated systems couched in mission-like contexts to find the fun in our potential systems
Developed a standalone text-based mission generator tool for early ideation work
Pitched 4 of 9 horizontal slice missions that built on the tone and identity of the game while also stretching systems in ways that would support future missions systemically
Spearheaded a UXR build and test in order to analyze viability of new gameplay systems and check in on progress with existing systems
Inherited the tutorial mission with the intent to develop it into the first few missions of the game
Blocked out and scripted missions to validate a workflow strategy of revisiting old maps in new ways, and how to make such missions work with UE5 world partition and data layer loading
Participated in interview panels across all disciplines as the team hired up from under 30 to over 130