As a Level Designer on Dead Island: Riptide I designed and built layouts, implemented gameplay and quest structure, as well as build and finalize enemy encounters.
During the development I was responsible for building layouts and creating gameplay environments, scripting main and side quest locations as well as populating open world with enemies. I was closely cooperating on every stage with Art, Design and Engeneers to ensure consistent vision of the game. I was responsible for moment to moment gameplay implementation, proper pacing and leading the player in the open world. I was also responsible for optimising and bug fixing levels. |
|