Globant-Qualcomm (Co-development)
Ld Project for Hardware Showcasing.
>I successfully led an 8-month project to design an environment that supported combat gameplay features and various game modes, Using as main inspiration far Cry 3
Ld Project for Hardware Showcasing.
>I successfully led an 8-month project to design an environment that supported combat gameplay features and various game modes, Using as main inspiration far Cry 3
In the beginning, from the pre-sale process, I worked closely with the client, acting as a producer helping define a workable scope within the timeframe and capacity. Then, throughout the Pre-production and production phases to ship, I collaborated closely with the art, dev, and delivery leads.
To support PVP, I designed and block out a 5-square km island subdivided into 4 regions. Despite art and performance limitations, I iterated on the space to meet continued requirements from the client, and collaborated closely with technical and concept artists to minimize the impact of these changes during the final phase of production.
Freelance Job
>This one-month discovery project aimed to create a visually stunning level island for a third-person perspective video game. The project focused on determining the ideal size, shape, and macro space division of the island, while also exploring various concepts to establish its identity as a crucial location in the game.
The primary objective was to visualize the island's overall shape and create multi-approach spaces that would support a connection path between all areas. The design process emphasized the importance of developing a cohesive and engaging environment that players would enjoy exploring.
Big Time Studios (Freelance Job)
BIG TIME
BIG TIME
>As a Level Designer, I was hired to create four levels. Despite the challenging timeframe, just 45 days, I successfully designed the layout and replaced assets using a purchased library of Synty 3D assets.
My focus was on layout composition, pace, and flow between the combat and traverse areas, as well as the proper placement of collisions. I collaborated closely with a technical artist during the post-processing and lighting phase.
In Details the deliverable included, two linear levels designed for 10 to 15 minutes of combat gameplay, one arena level to support waves of enemy, and one hub-like level with spots that could support social player interaction and portals to other levels.
Please note that the art used in the levels does not represent the final state or vision of the product. Instead, it was used to provide a more hand-crafted type of environment for testing purposes.
Globant - Odisi games Co-development
(Sky LINK Former Drone Strike Force)
>Drone Strike Force (DSF) is a challenging 3d skill-based online combat shooter. As a member of the development team, I was involved in the project from concept to ship, working closely with stakeholders, concept artists, technical artists, and gameplay developers.
I designed and balanced the camera and movement system to provide an optimal gaming experience.
(Sky LINK Former Drone Strike Force)
>Drone Strike Force (DSF) is a challenging 3d skill-based online combat shooter. As a member of the development team, I was involved in the project from concept to ship, working closely with stakeholders, concept artists, technical artists, and gameplay developers.
I designed and balanced the camera and movement system to provide an optimal gaming experience.
Then, My primary tasks involved designing and blocking out different types of level layouts based on the product owner's and creative vision. The objective was to explore various spatial configurations and multiplayer game modes that would best enforce the game's fantasy.
As a member of the development team, I ensured that the game's design and gameplay mechanics aligned with the overall creative vision and objectives.
OPQAM
DOGOS
DOGOS
>As a full-time Level Designer and Game Designer, my first professional project involved designing and blocking out 14 levels for a video game. Working closely with the development team, I was also responsible for scripting gameplay events such as AI spawn and attack patterns, environmental puzzles, and common level progression elements like keys, gates, and pickups placement.
Additionally, I was tasked with designing and implementing narrative components such as the story, in-game text, and dialogues to create a cohesive gaming experience. This project allowed me to wear many hats, giving me a comprehensive view of the entire development process and providing me with valuable insights for future projects.