Senior Level Designer | Sledgehammer Games
PC, Xbox One, PS4, Xbox Series S, PS5 (2021)
Mission | Lady Nightingale
Alongside the team, I took part in taking this level from blockout all the way through production to ship. I was responsible for layout, scripting, animation implementation and bug fixing.
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My main area of focus was the open field section, where the player is pinned down by various snipers as they move up toward the department store. The high-level concept was to have players leap-frogging from cover to cover up the space as snipers appear in a variety of positions whilst slowly increasing the challenge.
This was achieved via giving a discrete space toward the start to onboard them with the distract mechanic, where Polina's brother Misha can be called upon to catch the light with his knife & draw the enemy sniper's fire. Allowing time for the player to peek & kill the enemy sniper, developing a pattern where the player is given a warning shot as a new sniper appears > locate them > distract > kill.
In the second half of the field, we increase the challenge by adding other enemies to the space alongside the sniper threat while keeping the enemy sniper's behaviour consistent. Ending with the first introduction/ onboarding of a challenge enemy known as the "Hunter Killers" which are used heavily in an area towards the end of the mission.
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The amazing art team I had the privilege of working alongside for this level,
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Stephen Honegger, Angus Ayres, Sami Bashir, Okan Beyit, Anthony Fordham, Gerado Garza, Andrew Gebert, Laurence J. Hester, Kai Li, Timothy Sanchez, Richard Healy & Isaiah Fogalele