Far Cry 5: The Resistance | Trailer | Ubisoft [US]
Watch Dogs 2, Ubisoft Toronto (2016)
As a Level Designer on Watch Dogs 2, I worked on the main campaign mission entitled Man Versus Machine. I've included an abridged walkthrough of the mission where I talk over gameplay footage you can watch by clicking here. It's also embedded on this page, if you look to the right of this text.
This mission takes place in the TIDIS Corporate HQ in the Silicon Valley district. I worked with level artists Jonathan Wiley and Sarah Cole-Megaro to design all interior and exterior spaces, starting from the initial whitebox geometry of the building campus and then worked inwards, covering mission interiors as we developed the pitch for the mission.
The mission has 3 major beats; the starting and end sections of this mission have the player taking control of exotic robots that are exclusive to this mission. I worked with game designer Michael Surya and gameplay programmer Sergio Juarez to pitch and iterate on the design for both of these robots.
"Man Versus Machine" Level Design Breakdown Video [Voiced Commentary]
Assassin's Creed Unity, Ubisoft Toronto (2014)
In the 4-Player CO-OP mission "Les Enragés," players are tasked with infiltrating a heavily-guarded Asylum, liberating captive Assassin colleagues from basement cellblocks, and ending the mission by assassinating the mad priest Jacques Roux.
As the Level Designer who owned this mission, I designed the layout of the interior spaces in the Asylum, the layout of the Asylum's exterior grounds, and scripted the mission logic and NPC encounters. I also maintained the mission area's navmesh and related data layers. If you need more details about this mission or my work, visit my contact page and get in touch.
As an Embedded Level Design Quality Control Tester, I was responsible for all aspects of QC with respect to the level design and level art for 3 Single-Player maps: Safehouse, Abandoned Mill, and LNG Terminal.
Most likely due to overexposure to so many level designers, I somehow morphed into a level designer myself, after Blacklist wrapped. If you need more details, visit my contact page and get in touch.