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Starbeeze
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Starbreeze Studios

Level Designer

November 2020 - Current

I currently work at Starbreeze Studios as a Level Designer, this roles focus is the layout of the gameplay space and orchestrating the gameplay that happens within that space. This includes two types of gameplay - stealth and loud while also having gameplay elements for both single player and co-operative players. I am currently working on both Payday 2 DLC and Payday 3 projects.

 

This role typically involves starting with a discussion with Narrative to gain a greater understanding of what overarching story we are looking at telling and what requirements this has for the level. After this has been outlined a level design document is then generated, outlining the levels setting, features, objectives (for both loud and stealth gameplay). Supporting documentation is also created such as flow charts and asset lists for better representation of the levels gameplay and requirements from other departments. After presenting this to the level design team and iterating on objectives the next step would be to create the top down for the level in order to outline the scale, pacing and flow of the gameplay.

 

When this is completed we then present the levels concept to the wider team that will be involved in developing the level to get any feedback they can provide via their specialties including any feedback they can provide level design to take into account. After any possible issues have been addressed and improvements have been incorporated we then move on to fully blocking out the level and incorporating any gameplay that is required via a mixture of in editor work, visual scripting and lua scripting.

 

Once this initial blockout is completed we then iterate upon it while having playtests with other departments such as Quality Assurance to gain feedback that we can implement to improve upon the initial design. During this stage we also focus on other elements such as stealth gameplay, loud combat and the randomisation elements featured in Payday as a whole to make sure the level feels as good as possible for the best player experience and to maximise replayability.

 

The iteration process is then repeated through the rest of the development cycle while implementing other departments' work into the level, bug fixing and polishing any of the levels elements we can during the remaining time frame until the levels release.

 

In summary this role includes:

  • Create layouts and level design documentation then present it to the wider team.

  • Create 3D block outs with a focus on level flow, pacing, combat and optimsation.

  • Implement and orchestrate gameplay using visual scripting, game mechanics, AI encounters with a focus on creating memorable, dynamic and replayable elements.

  • Work closely with other departments such as Environment Art, Narrative and Technical Art to identify required content and integrate their work into the level.

  • Playtest to evaluate and iterate gameplay to improve all areas of the level as the project progresses.

  • Manage and prioritize bugs.

Daily tools I use in this role:

Game Engine

Diesel and Unreal Engine

Visual Scripting

Node based scripting orchestrating gameplay within levels

Jira

Bug and task management

SVN/Preforce

Version control software

Confluence and Office package

Creating documentation and tutorials

Photoshop

Creating top down layouts

Projects I worked on at Starbreeze:
 
Industry Projects: List
Tt Games
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Tt Games

Technical Designer (Level Construction Designer)

June 2015 - November 2020

Before my current role I worked at Tt Games as a Technical Designer (with the title Level Construction Designer, however this was later updated). This was a unique role with the closest industry standard roles being a mixture of a Technical Designer and a Level Designer. This roles core focus is the creation and implementation of gameplay within levels and hubs throughout the games created at the studio.

This role typically involves taking a level or hub puzzle from block out to a box ready product using an iterative work pipeline of feeding back on a level design document, creating assets using the LEGO modular building system, animating the asset, optimising the asset, exporting them from 3D software package and importing them into the game engine. After this we then set up these objects with the associated game mechanics using visual scripting were required in order to string together and create gameplay for puzzles that makes up a level or hub puzzle. This process can then go through several iterations before being signed off and completed for bug fixing/polish ready for release.

 

In this role we occasionally also have additional responsibilities ranging from cameras (both in game cinematic and any gameplay adjustments where needed), implementing AI (with their behaviours) and creating assets that can be shared throughout the game as either a recognisable mechanic or generic props for the player to interact with. At times it can also involve teaching/helping colleagues how to implement new features and keep documentation up to date.

In summary the role includes:

 

  • Working in coordination with the game design team in order to feedback and design engaging gameplay puzzles and expected time to complete its implementation

  • Blocking out levels/puzzles mechanics to test flow and pacing

  • Create 3D assets using the Lego modular building system, animate, optimse and export from Maya into the company's proprietary game engine

  • Implement assets into the levels such as game mechanics and visual scripting in order to create gameplay that builds up the levels

  • Work with other departments such as Programmers, VFX Artists, Environment Arts, In Game Cinematics and others to implement their respective elements into the level/puzzle

  • Implement “mini” cinematic camera events

  • Iterate on this process in order to make the gameplay as fun and engaging as possible

  • In some instances implement AI in order to complete puzzles when needed (enemies, friendlys, quest givers and their behavior trees)

  • Bug fixing and adding any polish to ensure the best experience for the end user

In-house Engine

Based on a mixture of Unreal and Unity

Visual Scripting

Node based scripting orchestrating gameplay within levels

Autodesk Maya

3D modelling and animation software

Jira

Bug reporting software

SVN/Perforce

Version control software

Microsoft Suite

Excellent use of software such as Word, Excel, Outlook

Daily tools I use in this role:
Projects I have worked on while at Tt Games:
 
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Rockstar Games

Quality Assurance Tester

June 2014 - June 2015

Previously I worked at Rockstar Games as a Quality Assurance Tester on GTA Online. This role included a range of tasks but mainly focused on producing detailed and accurate bug reporting of any issues found in game. This required a keen eye for detail, working well under pressure, becoming accustomed to different hardware and platforms, attention to detail, being flexible and excellent communication skills for working with multiple studios across the UK and North America.

Microsoft Suite

Word, Excel, Outlook, Teams, Skype

In-house bug reporting software

In order to report issues accurately with as much information as possible.

Custom Debugging software

To allow access to advanced information for bug reports.

Video capture and compression software

Third party software in order to supply more information for bug reports.

Daily tools I used in this role:
GTA V Cover
Rockstar

Grand Theft Auto V

Immediately after finishing my degree I was able to secure a job working at Rockstar Games as a Quality Assurance Tester. During my year at Rockstar I was assigned to the multiplayer side of Grand Theft Auto V - GTA Online and was credited with working on the release of GTA V for PS4, Xbox One and PC. After the games initial release I also worked on the GTA Online Heists DLC and Flight School DLC that was released for all platforms the game was available on.

 

                                                                                             Accredited Projects:

  • Grand Theft Auto V  - Xbox One, Playstation 4 (2014) and PC (2015)

 

  • Grand Theft Auto V Online Heist DLC - Xbox One, Xbox 360, PlayStation 4, PlayStation 3 and PC

 

  • Grand Theft Auto V Online Flight School DLC - Xbox One, Xbox 360, Playstation 4, Playstation 3 and PC

Rare
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Rare

Balance Tester

January 2014 (short term contract)

This was a short term role that's main focus was on testing various difficulty levels of the AI in conjunction with adjustments to game mechanics on the project Kinect Sports Rivals. I worked at Rare during the Christmas break before returning to university for the final term of my degree.

Kinect Sports Rivals
Industry Projects: Text
Industry Projects: Video
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