Tag Archives: 3D

Ubisoft Leamington – Overview

Summary

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

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, 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

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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Agile Development – Collada Importer for XNA

One of our modules in third year was focussed on exploring agile development techniques, culminating in a group project that we managed in an agile fashion, using scrum. We had to treat our tutors like clients, asking them about what they wanted from the solution, creating user stories from these requirements and turning them into backlog items. The project itself was to create a Collada model importer for XNA, able to import the model’s skeleton, mesh, skinning and animation data, packaged with an app to view these models and outputting complete logs of the importing process.

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