Post-launch, I was part of the team delivering Classified Assignments to The Division 2, a series of DLC missions included in the Year 1 Pass. I was responsible for researching, planning, pitching, designing, implementing and polishing the missions in my remit, acting as the caretaker for this content from inception to release.
In this video, I walk through the mission and give some insights into the intentions behind the design:
Very special thanks to the environment artist for this mission, Patrick Metz.
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, working as a level designer on Tom Clancy’s The Division 2, working on the open world in the base game and then mission content for the Year 1 Pass. After a few months prototyping on an unannounced project in 2020, I started working remotely for Ubisoft Toronto, inheriting mission content as the project approached its final deadlines.
Whilst working at Tt Games I had the pleasure of being the designer for Sonic’s Adventure World in LEGO Dimensions. For Adventure Worlds within my remit, I was responsible for researching, planning, pitching, implementing and polishing the entire World, working with other disciplines to bring each one to life and up to final quality.
I’ve put together a video overview of the entire World, showcasing its content and explaining my involvement in detail:
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.
I joined Tt in 2014 and worked in the hub (open world) design team until my departure in 2017. During that time I worked on several projects and, thanks to the breadth of LEGO Dimensions’ scope, with a huge number of different IPs, including my personal highlight, Sonic the Hedgehog.
This is an old project, from my first year of University. It’s the first video game I ever made and it’s still one of my favourites, despite being extremely rough around the edges. It was the main project for the Multimedia II module, where, in pairs, we were tasked with creating a game using Adobe Director. Despite the technologies we were asked to use, I was thrilled to have made a game by the end of my first year, and the experience definitely gave me the game design bug.
Week 10 marks an exciting first for my Game a Weeks; happy collaboration. Please indulge in Go Right – download and play here.
The controls are explained in-game. If you absolutely have to mute the audio, press the M key.
I’m going to start this post off by giving a huge shout out and thank you to the four other people who contributed to the game.
Tom Lamey is the enigmatic hero responsible for the lovely character design and great spritesheets that bring the protagonist to life. He also advised me on the general look of the game
For the music I counted on the talents of the insatiable Jack Drewry. He brought together a couple of rag tag musicians to aid him, collectively they’re known as Squid Tooth, but separately they go by their birth names of Jack, Laurie and Rowan.
I hope you agree that these four all helped raise the bar on my games with their contributions. I’ll talk more about how it all came together below.
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.