Company
Capcom Game Studio Vancouver
Role
Level Designer
Platforms
Xbox One, PS4
Genres
3rd Person Action-Adventure, Horror
Tech
Unreal Engine, Blueprint
Design Skills
Levels, Gameplay, Narrative
This project was a third person action-adventure game that we built with Unreal Engine. I quickly learned how to use Blueprint effectively and was creating bespoke gameplay content within weeks.
The game changed a lot over the course of development, moving from open-world level design to focused mission-based levels. In addition to level and mission design, I also worked quite heavily prototyping enemies, interactive elements, and other elements that helped drive toward answers on game direction.
While the product was never announced or released, I worked with some amazing people on a lot of innovative things that I wish players could have experienced. C’est la vie, non?
We shifted between open-world design to mission-based levels, so I ended up with a lot of experience working on both styles from the start up to the art phase. I did a ton of research on each location I worked on so I could ensure authenticity.
I worked closely with our other departments to align the level direction, story direction, and gameplay features. One of my specialities is creatively pulling together the disparate elements of a game into a fun, exciting experience. It once again proved invaluable to this role.
I was quite enamoured working with Unreal’s Blueprint visual scripting on this project and enjoyed the opportunity to experiment. I developed enemies, behaviours, puzzles, interactable objects, layered combat interactions, and a few global game feature prototypes. Some of my prototypes even helped validate design direction during times of indecision.
I had a close-knit relationship with the writers and narrative team. We bounced a lot of ideas off each other and kept each other in the loop on changes and direction. Throughout development, I made sure to use my level designs to intertwine with and emphasize the story beats and character arcs.
Implemented dialogue, NPC triggers, character placements, and animations.
Worked with writers on all the levels and missions that I owned to ensure that the story beats, level design, and gameplay supported the narrative intention.
Worked with writers and gameplay designers to brainstorm, pitch, and design boss fights that fit specific environmental and cultural themes.
Worked with writers to provide mission beat details for character dialogue.
Worked with writers to ensure that important gameplay tutorial levels hit the needed story beats.