People Can Fly
Gears of War: E-Day
Principal Technical Level Designer for co-development & cross-discipline development for Versus features in Gears of War E-Day
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Built 4 multiplayer game modes for ship plus additional seasonal game modes — from visuals to game logic to respawn systems.
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Supported 6 maps for ship plus additional seasonal maps: supporting level designers, building pipelines for map features, and creating dynamic map objects (e.g. the sea mine at 10:20).
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Architected technical design workflows and tools that accelerate level design team productivity.
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Built proof-of-concept systems and established pipelines for producing versus maps.
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Created comprehensive design and technical documentation, and lead technical implementation building scalable, shippable content to ensure we could hit our targets on time.
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Mentored team members on prototyping and development strategy.