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