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:
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.