Vertical Slice

On Transformers Reactivate, I was a Lead Level Designer/scripter. I primarily focused on:

  • Establishing map and mission flow along with our earliest example of encounters, objectives, a boss fight, and story beats within a single level.

  • Prototyping a lot of gameplay features via Blueprint (in UE4) including our first boss fight, evacuation scene, collection objectives, AI behaviors, and establishing player metrics for unique traversal mechanics.

  • Created Blueprints for in game features like Jump Pads.

  • Generated a Design Doc and put a team together to generate basic AI behaviors for encounters so LDs wouldn’t have to script them by hand.

  • Collaborated with engineering to develop a Tile System for building levels quickly in UE4 using instanced maps with features that could be toggled on and off so the same Tiles could be used multiple times without getting too repetitive.

  • Worked with engineering to learn if an Open World style game would be possible while still leveraging our Tile system.

  • Collaborated closely with Design leadership to nail down encounters and overall pacing of maps.

  • Built out vertical slice to showcase the diversity of the Tile System, robust gameplay mechanics and a map that supported both flyers and ground-based Transformers.

This project was pure joy to work on and the team was so talented. I’m glad that some bits and pieces ultimately leaked so that people can see some of the promise behind all the late-night check-ins, but I’m sad that no one will get to experience it first-hand.

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