Category Archives: Commercial Games

Projects I have worked on that have been published and released commercially.

Ubisoft Leamington – Overview

Summary

I joined Ubisoft Leamington in 2017, enabling me to have unique the privilege of working in a small, intimate studio (fewer than 50 people at the time) on a huge AAA title – Tom Clancy’s The Division 2.

In general my role at Ubisoft, when working on an open world, consists of:

  • Researching locations to find suitable places for activities and collectables 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, 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 side missions (spawning enemies, updating objectives and checkpoints, triggering VO and other sequences, etc)
  • 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
  • Maintaining communication with other studios to ensure we are aligned with direction and keeping the quality up to standard
  • Maintaining the health of my content, including bugfixing and polish

LEGO Dimensions – Sonic’s Adventure World

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.

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Tt Games – Overview

For a video showing off Sonic’s adventure world and explaining my role in its creation, please visit this page.

Summary

Working in design at Tt from 2015-2017 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 could consist 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

Projects

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.

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