As a Level Designer on Afterfall: Insanity I designed and built layouts, implemented gameplay and quest structure, as well as build and finalize enemy encounters.
I took ovnership of one of the game levels and lead it to the final stages of polish, cooperating on every stage with Art, Design and Engeneers, facilitating communication and coordinating departments to ensure consistent vision of the game. This required blocking out layout, scripting enemy encounters, creating compelling gameplay mechanics, designing quick time event sections and creating cinematic sequences. Durung final stages of the production I was also responsible for detailing gameplay areas as well as creating some in-game cut scenes. I was also responsible for optimising and bug fixing levels. |
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