My main responsibility on the base game of The Division 2 was being the designer for one of the open world zones, researching, planning and implementing activities within that zone, including side missions. These are small linear missions, usually set inside one building or block, intending to provide around ten minutes of gameplay. In this video, I walkthrough one of these side missions, Rooftop Gardens, and provide some insight into the intentions behind the design:
Thanks to environment artist for this mission, Patrick Metz.
Side missions like this were only a part of my responsibility on The Division 2 – for a more general insight into my role at Ubisoft Leamington, please visit this page.
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.
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.
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.