Call Of Cthulhu
INFOS
ASS. LEAD LEVEL DESIGN
Associate Lead Level Designer at Cyanide I arrived at the beginning of the project where I had to define with LEAD the whole grammar of games from macro flow to the cover metrics.and close collaboration with the directors we had to define the pillars of the games, the flow and the other phasettes of the project. in a second time we created a vertical slice.
Pre-production:
Associate Lead Level Designer at Cyanide I arrived at the beginning of the project where I had to define with LEAD the whole grammar of games from macro flow to the cover metrics.and close collaboration with the directors we had to define the pillars of the games, the flow and the other phasettes of the project. in a second time we created a vertical slice.
Production:
Within a team (LD, ART, Tech LD) I had to set up a production pipe, defining technical needs, defining metrics, planning and managing Jira tasks (task, dashboard, etc.) . (blocking, scripting, management, revision, etc.)
Cyanide / Focus Home
-------------------------------------Oct. 2018
-------------------------------------PS4 / XBOX / PC
-------------------------------------Unreal Engine 4
-------------------------------------www.callofcthulhu-game.com
TAKS
Scoping for the level design content.
Design LD Macro « pathing Macro, Rational level design, gabarit définitions, Macro level disign bloking, ETC. »
Day to day follow up with team members and other departments.
Mentoring junior level designers and Training new Level Designer.
Review junior layout
Design / scripting / debug /polish / Documentation.
Creating multiple levels for the games from conception to debugging, Scripting levels: encounters, narrative, mission flow.
Tech LD / Blueprint team support