Role/s
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Game Designer (01/06/21 - 17/12/21)
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Graduate Designer (02/09/19 - 01/06/21)
Further Links
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Key Responsibilities
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Designed, prototyped and developed the new mission set for Odyssey's launch
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Supporting Updates 1 to 11 for the live game via "mission feature extensions"
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Designed, created and iterated upon interior room tiles for use in final settlement level layouts
Overview
Mission/Quest Design
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Designed the flow for almost all missions featured in Odyssey at launch
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Continued work to add new missions and supporting features in post-launch updates (Shared Missions, Defence Mission, etc).
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Implementation of mission flow and rules using in-house tools
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Scripting gameplay for all missions featured at settlements, working closely with level design team and POI designer to make sure all areas were fit for purpose
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In the earlier days, worked continually with a principal designer who gave continual feedback to ensure my initial mission designs worked as intended
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Later, worked with an experienced game designer who would handle the higher-level design decisions
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Worked with said designer to polish and balance missions, and integrate them into the existing background simulation of Elite Dangerous
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Collaborated with missions programming team and senior technical designer to see new rules and features implemented into the game and various tools
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Worked closely with narrative team to implement new mission rationales, details and objectives
Level Design
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Planning of various room layouts and paths
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Whiteboxing using very early trest meshes provided by technical art and art teams
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Consideration for cover and sightlines, using the blurry-eye test to identify weak points in level designs
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Collaboration with the art team and technical artist to provide new assets and tools for use with level design
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Constant iteration based on feedback from reviews held by senior team