Crysis 3

2011 - 2013
Platforms: PC, Playstation 3, Xbox 360
Role: Game Designer

With only four designers working on Crysis 3 multiplayer tasks were diverse and wide-ranging. Responsibilities were split between game and level design, with each designer doing a bit of both. This resulted in the forging of successful working partnerships with artists, programmers, animators, QA, directors, and of course other designers.

The main game features 12 maps, of which I provided the concept, design, and block-out for ‘East River’, ‘Hell’s Kitchen’, ‘Financial District’, and ‘Central Cavern’ before overseeing their production through to final in collaboration with some incredibly talented artists.

Additional to my work as a level designer I was tasked with designing and curating a number of features including:

  • Rip and Throw - A feature that involved ripping drainpipes from buildings and lampposts from streets to use as melee weapons.
  • The New York Feed - The multiplayer front-end menu. Designed to enhance social play by displaying what friends were doing in game.
  • Challenges - A series of dynamically generated challenges aimed at encouraging players to play in different and interesting ways.
  • Ceph Weaponry - The ability for players to wield a variety of disposable arsenal as used by the antagonists in the single-player campaign.
  • General User Interface - Including the killcam, loadout selection, weapon customisation, module selection, leaderboards, stats screens, loading screens, and various other interfaces in conjunction with the 2D art team.

To my joy The Guardian’s review of Crysis 3 had this to say about the ‘Rip and Throw’ feature: “The best thing in this game, after who knows how many years of development and millions spent, is hitting other players with a giant pipe”.

Furthermore I had a hand in designing and offering feedback on many other aspects of gameplay such as the game’s flagship mode ‘Hunter’, player movement, and weapon balancing.

Following Crysis 3’s release I worked on the ‘Lost Island’ DLC designing and overseeing the production of new gamemodes ‘Possession’, and ‘Frenzy’ and the map ‘Crossing’ while doing design, setup, and polish on the other three levels.

Map screenshots courtesy of Joakim Stigsson.