I have been a professional Level Designer for roughly 20 years, working for multiple AAA studios across the world. I love to build and create believable worlds while working closely with other disciplines to bring it all together. I also enjoy mentoring others and setting standards for guidelines within level design.
I have worked on multiple AAA Shipped Titles including Battlefield Bad company,
Battlefield Bad company 2, Battlefield 3, Bodycount, Homefront 2, Dead Island 2 and the upcoming Mafia: The Old Country
I am currently working on Mafia: The Old Country with Hangar13 games. I am responsible for the creation of four main story missions which include blockout work and layout design, narrative beats, combat encounters and mission scripting while working closely with art and directors to make sure the missions reach the required goals and spec up to completion. I also help mentor other designers in best practices for level design
I joined Crytek UK back in 2012 where I worked on Homefront 2: the Revolution as the sole Multiplayer level designer but MP was eventually scrapped in favor of an open world single player design. From here I was responsible with building out the game's Red Zone districts for the open world which included district layouts and implementing open world scripted beats. During this process we became Dambuster Studios during late development and after release I started work on Dead Island 2 and was responsible for many of the mission locations and to block out prototype spaces for various parts of an open world Los Angeles.
I went back to Dice in March as a contractor for 6 months to help the level design team finish Battlefield 3 during it's late development. During this time I helped out with Level Design for the Single Player missions and took one of the most unfinished level from concept to complete while working with art and design
At Codemasters, I was responsible for blocking out our Target Interiors and helping to convert our single player levels from the game Bodycount into multiplayer combat spaces using an in house engine.
In this role I worked closely with the art team and various disciplines to ensure these spaces worked well in a multiplayer environment based on SP missions
At Ignition I was responsible for the ownership of half the levels for the game "Project Kane" which was never released. I working alongside art and various other disciplines in bringing the new IP together including level layouts, combat scripting and setting guidelines for metrics and level design development
At Dice, I was fortunate to work on both Battlefield Bad Company 1 and Bad Company 2 as a Multiplayer Level Designer. I was responsible for the creation of 3 maps on each project, taking them from initial concept and blockout to complete while also being heavily involved in prototyping new game modes, one of which eventually became the popular "Rush" mode within a small design team
My first professional role was working for Perception Studios in Australia as a level designer for the game based on the hit series Stargate: SG1 which was unfortunately never released
Level Layout creation in various editors
Combat beat encounters
Narrative design
Terrain editing
Visual mission scripting
Leadership and Mentoring
Writing up level design guidelines
Photoshop