Ubisoft India Studios
2018 April to September - Intern Level Designer
During the pre-production phase I was responsible for breaking down the original game levels and recreating them. I was incharge of recreating 50% of the levels. The recreated levels were used by the concept art team and level art team for reference and LD team for metrics.
2018 to 2021 - Level Designer
After the FPP stage I was made the Primary Camera Designer and Level Designer handling 6 levels. I was offered to work exclusively on camera design but I chose to work on both levels and cameras to push my knowledge and understanding of design.
LEVEL DESIGN :
Extract layouts and recreate levels from the original game and build whiteboxes.
Design and implementation of the mission structure, puzzles, objectives, AI behavior, ingredients etc.
Worked with other level designers to refine the overall experience and provide smooth game-play experience.
Worked closely with art, sound, ingredients and narrative team to implement and improve level.
Worked closely with the programming team for setting up Puzzles, AI setup and polishing level ingredients and level streaming setup.
Fixing bugs and maintaining expected level of quality.
CAMERA DESIGN :
Collaborate with game director, lead game designer and HQ to establish camera direction.
Design and Implementation of gameplay camera states and level based cameras such as splines (level showcase cutscenes), rails, landscape cameras etc.
Collaborate with Combat designers and Parkour designers to understand intention behind features and create camera states to create a cinematic and free flowing camera system.
Collaborate with programmers to understand and debug camera editor in anvil.
Prototyping camera states and pitch it to leads.