top of page

Projects

Sniper Elite 5 - Weapon Packs

SE5 Weapons

Studio: Flix Interactive (alongside Rebellion)

Role: Game Designer 

Developed in: Asura (Rebellion In-house Engine)

Date: June 2022 - June 2023

Various weapons were introduced to Sniper Elite 5 after its release in the form of paid weapon pack DLCs, free updates and weapons included alongside campaign mission DLCs. Of these, I worked on the following:

  • Mosin Nagant

  • Sjogren Shotgun

  • Trench Gun

  • Carl Gustav M/45

  • Double 1886

  • Pedersen Rifle

  • Grease Gun

  • TERA Rifle

  • Mod.712 Pistol

​

The development of such content involves a variety of tasks, including:

  • Initial technical setup of weapons and their attachments in-engine

  • Initial balancing and alignment with both real world weapon counterparts and other weapons within the game

  • Challenges, medals and unlocks setup using visual scripting and other in-engine tools

  • Persistent testing, balancing and adjustments throughout development, before the weapon's release

Sniper Elite 5 - Season 2 Levels

SE5 Levels

Studio: Flix Interactive (alongside Rebellion)

Role: Level Designer 

Developed in: Asura (Rebellion In-house Engine)

Date: June 2021 - June 2023

Rough Landing is the first mission in Sniper Elite's Season 2 DLC. Inspired by Operation Marathon in World War II, Karl is tasked with locating various pilots who have been shot down in Nazi-occupied France, whilst also tracking down and eliminating the Nazi officer leading the search party to find them.

 

In this mission, I was responsible for the design and setup of a number of combat encounters and sections of the level, as well as the scripting of the level objectives, enemy patrols and dialogue setup.

Rhine Crossing is a PVP multiplayer map released as a free update during Sniper Elite 5 Season 2. Inspired by World War II's Operation Plunder, players fight from either side of the Rhine river In Sniper Elite's signature 'No-Cross' gamemode, where the two teams are divided by an impassible zone that cuts through the centre of the map, encouraging the act of sniping over longer distances instead of close quarters combat. For this content, I worked on the level design for a number of sections of the map, as well as supporting on adjustments made to cover, layouts and readability after various playtests.

City Builder Prototype

City Builder

Project Type: University Project (Solo)

Role: Technical Designer

Developed in: Unreal Engine

Date: September 2020 - April 2021

This project was completed as part of a university assignment, with the requirement of creating a city building game prototype featuring:

  • Working player camera and controls

  • Grid building construction system

  • Road and power building systems

  • Considerations for a 'city building' feel

​

I chose to push this project further by setting myself some additional challenges, most notably:

  • The usage of a hex grid, providing a unique set of challenges throughout the project, including implementing grid connectivity that felt intuitive despite the change in topology, and adapting large, rectangular buildings to fit naturally in the bounds of hexagon shapes

  • Implementation of an economy system and world stats, to form an overall game loop so that the various created systems can be experienced in some form of gameplay

Procedural Dungeon Generator

Proc Dungeon

Project Type: University Project (Solo)

Role: Technical Designer

Developed in: Unreal Engine

Date: September 2020 - April 2021

This project was completed as part of a university assignment, with the requirement of creating a dungeon generator featuring:

  • Distinct rooms

  • Door placement

  • Item placement

  • Considerations for enemy spawning

  • Considerations for a ‘dungeon crawler’ feel

​

On top of these requirements, I set myself the goal of implementing various additional features, most notably:

  • Branching dungeon paths, requiring a pathfinding system to be implemented that finds potential paths between two points in the dungeon

  • Customisable room sizes, requiring room items and decorations to be dynamically placed based on a room’s dimensions

Underground Facility - Prodeus Level

Prodeus

Project Type: Personal Project (Solo)

Role: Level Designer

Developed in: Prodeus Level Editor

Date: January 201 - March 2021

This was a personal project I worked on, after playing through the Prodeus singleplayer campaign, and taking an interest in creating my own gameplay spaces that make use of the game’s mechanics. My aims and goals throughout this project were:

  • To broaden my experience with different level editors and their workflows, by learning the efficient use of the editor and its various tools (e.g. its world space level scripting functions, environment probes)

  • To create a level that matches the look and feel of the game’s original levels

bottom of page