2014 - 2015
Platforms: PC, Playstation 4, Xbox One
Role: Level Designer
The Division was just a couple of months away from alpha and production was beginning to ramp up when I became part of the Ubisoft Reflections team. I took responsibility of the Gramercy district which is one of 16 areas within the game. It consists of 18 blocks and the road network that links them.
In addition to whiteboxing the district’s playable environment and working with art to take it to final, I also placed and scripted events around the zone, set up patrols, loot crates, and narrative ‘echoes’.
Further assignments included:
- Designing a gameplay vignette to be used as a vertical slice to demonstrate our team’s ability to meet and exceed the high standards set by the lead studio.
- Working in a small group of developers to prototype non-combat events and encounters.
-Advising and guiding junior designers, playtesting work with them and offering feedback where necessary.