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Arma Reforger

2020 - 2023

Game Description

Studio: Bohemia Interactive

Genre: Action, Simulation

Platform: PC, Xbox One/X/S

Modes: Single Player, Multi Player, Co-op

Tools

Engine: Enfusion

Designs: Adobe Photoshop

Whiteboxing: Unreal 4 BSP Brushes

Documentation: Atlassian Confluence/Jira

Responsibilities

  • Conceptualized and implemented the UI/UX of the in-game Mission Editor to ensure complex functionality can be used by casual and experienced content creators on both PC and Console platforms.

  • Created template content from early prototype to post-release support including open-world outposts and example systems.

  • Designed and implemented an advanced game economy to help achieve player behaviour goals in a multi player environment set by the Design Director 

  • Oversaw development of multiple key features to ensure they achieve the goals set by the Creative Director and are delivered on-time.

  • Collaborated with, trained, and managed other designers, including those located in other studios collaborating on the project.

  • Investigated and created new internal processes and pipelines to improve the workflow of an engine under active development.

  • Work in close collaboration with artists to develop assets suitable for a feature that inspires user generated content using in-game props, vehicles, characters, etc.

  • Represent the Editor feature in the game's release announcement, including featuring in a release stream.

Arma 3 - Contact

2018-2019

Game Description

Studio: Bohemia Interactive

Genre: Action, Stealth, Shooter

Platform: PC

Modes: Single Player

Tools

Engine: Real Virtuality 4

Programming Language: SQF (C-based)

Whiteboxing: Unreal 4 BSP Brushes

Documentation: Atlassian Confluence/Jira

Responsibilities

  • Scripted custom game and mission logic using a proprietary C-based scripting language to provide a non-linear open-world story experience.

  • Designed and implemented open-world Single Player mission content using in-engine tools to populate a large environment in a setting according to the Creative Director's vision.

  • Worked side-by-side with programming to script new features like AI-interactions, and a dynamic music system.
  • Collaborate with the narrative department to create compelling environmental storytelling and provide story clues for future story points.
  • Script Voice-Over and Animation content into the mission flow to ensure the gameplay blends seamlessly with the cutscene content

Arma 3

2016-2017

Game Description

Studio: Bohemia Interactive

Genre: Action, Shooter, Simulation

Platform: PC

Modes: Single Player, Multi Player, Co-op

Tools

Engine: Real Virtuality 4

Designs: Adobe Photoshop

Whiteboxing: Unreal 4 BSP Brushes

Documentation: Atlassian Confluence/Jira

Responsibilities

  • Conceptualized and created open-world environment locations based on Creative Director briefing, ensuring the world is diverse and consistent in quality.

  • Implemented procedural Single Player and Co-op scenario logic using the in-engine tools to provide a seamless blend between world-design and procedural content rules.

  • Created PvP scenarios using the in-engine tools to improve the infantry gameplay of key map locations.

  • Use player metrics to iterate improve the level flow and player orientation during the early access release.

  • Set-dressed the level content using a large asset library to ensure the level portrays the right look and feel as established by the Creative Director.

Kabounce

2015-2016

Game Description

Studio: Stitch Heads

Genre: Action, Sports

Platform: Playstation 4, PC

Modes: Multi Player, Single Player

Tools

Engine: Unreal 4

Designs: Adobe Photoshop

Programming Language: Unreal Blueprint

Whiteboxing: BSP Brushes

Responsibilities

  • Established level metrics in cooperation with Game Design to provide clear guidelines for level production.

  • Conceptualized and created Multi Player level content from early prototype to release state. This included creating whiteboxes, implementing art assets, and iterating on the level based on playtest feedback using Unreal level editing.

  • Cooperated with artists to establish themes for levels and ensure that the assets provided are according to level design metrics and overall level design goals.

  • Prototyped game mechanics using Unreal Blueprint to ensure all levels have unique gameplay moments that interact with the core game loop.

  • Created demonstration levels and builds, and presented them at Major game development conferences including GDC San Francisco, and Gamescom. 

  • Represented and pitched the game to major platforms including Sony and Microsoft.

  • Presented and be interviewed by various media outlets.

Vigor

2017

Game Description

Studio: Bohemia Interactive

Genre: Action, Extraction Shooter

Platform: Playstation 4, Xbox One, Nintendo Switch

Modes: Multi Player

Tools

Engine: Unreal 4

Designs: Adobe Photoshop

Whiteboxing: BSP Brushes

Documentation: Atlassian Confluence/Jira

Responsibilities

  • Conceptualized and created large open world maps from early prototype to production state using Unreal terrain and level editing software.

  • Researched real-world level locations and created asset designs and requests to ensure the levels look in-line with the overall theme of the game while adhering to level design metrics.

  • Set-dressed the level using final assets and lighting settings to provide the original desired mood for the level

Vigor
Arma3
KABOUNCE
Contact
Reforger
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