I joined Ubisoft Leamington in 2017, enabling me to have the unique privilege of working in a small, intimate studio (fewer than 50 people when I joined) on a huge AAA title – Tom Clancy’s The Division 2.
In general my role at Ubisoft consists of:
Researching locations to find suitable places for activities and collectables in the open world, based on the location’s unique appeal, gameplay potential and technical constraints
Collating information into design documentation, presenting to leads and directors for approval
Whiteboxing layouts for activity locations with a focus on combat, adhering to design guidelines and working with environment artists to ensure the design intentions do not contradict art direction
Setting up the logic of activities, including scripting missions (spawning enemies, updating objectives and checkpoints, triggering VO and other sequences, etc)
Presenting work to directors in order to gain feedback and sign-off
Iterating on all content to adapt to changing requirements and director feedback
Working with environment artists, technical artists, technical level designers and narrative designers (often situated in other studios worldwide) to ensure all content runs smoothly, adheres to art direction, and makes sense in terms of narrative and world logic
Pushing for constant and open communication with other studios and departments to ensure we are aligned with direction and keeping the quality high
Maintaining the health of my content, including bugfixing and polish
Whilst working at Tt Games I had the pleasure of being the designer for Sonic’s Adventure World in LEGO Dimensions. I’ve put together a video overview of the entire hub, showcasing its content and explaining what my involvement was during the whole process:
This is a typical example of what goes into making an adventure world, and it’s a process I was a part of multiple times through Dimensions’ ongoing development; a general overview of what I do at Tt and what I’ve worked on can be found here.
For a video showing off Sonic’s adventure world and explaining my role in its creation, please visit this page.
Working in design at Tt from 2015-2017, I had the privilege of working on a large variety of notable IPs across four separate projects. I have summarised my role on each project below, but broadly speaking, and depending on the project’s stage of development, my role consisted of:
Implementing events and incidental gameplay myself using Tt’s in-house level editor and scripting languages
Designing each event (puzzles, quests, races, minigames) and collecting all the information into a concise but complete hub design document
Creating a blockout of an entire hub using SketchUp
Working with other departments to ensure that their created assets meet the requirements of both the design and the license-holder
Researching an IP, identifying key moments/set pieces/concepts that can be referenced or adapted into gameplay
Training new team members on both design principles and use of the tools, and maintaining the documentation wiki
Reviewing the work of junior team members
Fixing bugs, implementing feedback and maintaining old hubs as issues are identified through the development cycle
LEGO Marvel Super Heroes 2 Released November 2017 LMSH2 continues the story of the first LEGO Marvel Super Heroes game, including an whole new cast of characters and a new hub to explore; Chronopolis – a mishmash of various places and times, created by Kang the Conqueror.