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Callisto Protocol

Genre: 3D Third Person Survival Horror / PvE
Engine: Unreal Engine 4
Tools: Unreal Engine, Adobe Photoshop, Atlassian Jira/Confluence
Role: Senior Level Designer

- Worldbuilding and prototyping entire levels from start to finish
- Narrative story-beat implementation
- Combat and encounter prototyping
- Progression implementation and iteration
- Interactive feature and puzzle design and implementation

Goals

  1. Provide a top-down design, approximating enough room for encounters following level metric guides

  2. Spatially block out the space and all existing game-modes

  3. Iterate and coordinate playtests with new work

  4. Work with other disciplines to achieve the look and feel of a polished level that's fun to play

CARGO

Goals

  1. Provide a design to give players a symmetrical experience, to be balanced and engaging enough for tournaments

  2. Spatially block out the space and all existing game-modes

  3. Iterate and coordinate playtests with new work

  4. Work with other disciplines to achieve the look and feel of a polished level that's fun to play

EXPRESS

Goals

  1. Provide a top-down design, approximating enough room for encounters following level metric guides

  2. Spatially block out the space and all existing game-modes

  3. Iterate and coordinate playtests with new work

  4. Work with other disciplines to achieve the look and feel of a polished level that's fun to play

RUSH

Goals

  1. Provide a top-down design, approximating enough room for encounters following level metric guides

  2. Spatially block out the space and all existing game-modes

  3. Iterate and coordinate playtests with new work

  4. Work with other disciplines to achieve the look and feel of a polished level that's fun to play

MAGMA

Goals

  1. Provide a top-down design, approximating enough room for encounters following level metric guides

  2. Spatially block out the space and all existing game-modes

  3. Iterate and coordinate playtests with new work

  4. Work with other disciplines to achieve the look and feel of a polished level that's fun to play

YEMEN

Goals

  1. Bring the map into performance via subtle adjustments of BSP (Binary Space Partitions) blocks, and using the PVS (Potentially Visible Set) System to cull assets not in the same PVS zone as the player, so improve performance.

  2. Identify and optimize asset-heavy zones to increase performance aiming for 60FPS at all times.

  3. Further tune gameplay and make last-minute tweaks based on feedback.

POD

Goals

  1. Bring the map into performance via subtle adjustments of BSP (Binary Space Partitions) blocks, and using the PVS (Potentially Visible Set) System to cull assets not in the same PVS zone as the player, so improve performance.

  2. Identify and optimize asset-heavy zones to increase performance aiming for 60FPS at all times.

  3. Further tune gameplay and make last-minute tweaks based on feedback.

DIG

Goals

  1. Bring the map into performance via subtle adjustments of BSP (Binary Space Partitions) blocks, and using the PVS (Potentially Visible Set) System to cull assets not in the same PVS zone as the player, so improve performance.

  2. Identify and optimize asset-heavy zones to increase performance aiming for 60FPS at all times.

  3. Further tune gameplay and make last-minute tweaks based on feedback.

COVE

Goals

  1. Bring the map into performance via subtle adjustments of BSP (Binary Space Partitions) blocks, and using the PVS (Potentially Visible Set) System to cull assets not in the same PVS zone as the player, so improve performance.

  2. Identify and optimize asset-heavy zones to increase performance aiming for 60FPS at all times.

  3. Further tune gameplay and make last-minute tweaks based on feedback.

GRIND

Goals

  1. Bring the map into performance via subtle adjustments of BSP (Binary Space Partitions) blocks, and using the PVS (Potentially Visible Set) System to cull assets not in the same PVS zone as the player, so improve performance.

  2. Identify and optimize asset-heavy zones to increase performance aiming for 60FPS at all times.

  3. Further tune gameplay and make last-minute tweaks based on feedback.

MIRAGE

Goals

  1. Bring the map into performance via subtle adjustments of BSP (Binary Space Partitions) blocks, and using the PVS (Potentially Visible Set) System to cull assets not in the same PVS zone as the player, so improve performance.

  2. Identify and optimize asset-heavy zones to increase performance aiming for 60FPS at all times.

  3. Further tune gameplay and make last-minute tweaks based on feedback.

HIJACKED

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