Unannounced Project
Combat Level Designer
Combat Level Designer
As a Combat Level Designer, I specialized in crafting engaging and dynamic combat spaces by strategically placing covers, designing enemy encounters, and integrating gameplay elements. Collaborating closely with cross-functional teams, I established benchmarks, prototypes, and guidelines to ensure high-quality combat experiences that were both immersive and challenging.
Leadership and Collaboration: I developed leadership skills by working directly with various departments to deliver high-quality combat design content. I effectively communicated ideas, demonstrated proactive problem-solving, and managed time and priorities efficiently. Additionally, I guided new team members, fostering a supportive and collaborative work environment.
Support to Lead Level Designer: I assisted the Lead Level Designer with regular reviews of combat level content, providing feedback in line with the creative vision. I also supported various tasks and contributed to the implementation of Rational Level Design (RLD) guidelines, ensuring that combat encounters were both challenging and rewarding.
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Blockout: I played a key role in designing crucial locations and integrating gameplay elements with a specific focus on designing and refining combat-focused areas, ensuring optimal playability while adhering to core Level Design principles. I applied a 360° design philosophy, allowing for versatile combat encounters, and paid close attention to player movement, cover placements, and scene composition to create immersive and balanced battlefields.
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Documentation and Best Practices: I created the Encounter Guidelines and other critical design documents, contributing to the project’s development, particularly in combat scenarios. I established and shared best practices, production pipelines, and workflows to maintain high standards across the team.
Mentorship and Knowledge Sharing: I served as a key reference for the team, mentoring junior designers specifically in combat design challenges. I elevated the team’s knowledge-sharing culture by fostering collaboration and encouraging innovative approaches to combat scenarios.
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Cross-Department Collaboration: I worked closely with the Level Art team to design cohesive combat spaces that aligned with the overall artistic and design vision. I also collaborated with Technical and Game Design teams to develop and test combat-specific features, offering constructive feedback to enhance gameplay mechanics.
Playtesting and Iteration: I actively participated in internal playtests, focusing on combat encounters to analyze player interactions. I used this feedback to drive iterative improvements, ensuring that combat scenarios were engaging, balanced, and enjoyable. I also worked with quality control teams to debug and refine combat experiences.
Task Management and Process Improvement: I planned, estimated, and prioritized tasks, ensuring that all content met the project’s creative vision and quality benchmarks. I contributed to the ongoing improvement of processes and standards within the team.