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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. 

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2018 to 2021 - Level Designer

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​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.

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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.

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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. 

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