Level Design
Created several maps for the Sunset and Dawn packs, and championed more accessible routes on all.
While working on Wardogs I spent some time making levels for Killrun, a time-trail fps game that has precise gunplay and movement with high skill movement mechanics like strafe-jumping.
Owning an entire level I would create the player route, checkpoint locations, weapon types and their locations, and bot positions, combining all of these to create interesting gameplay in varying degrees of difficulty and skill expression to provide opportunities for players to min-max their completion time.
The precise movement and gunplay meant numerous iterations and prototyping and because I cannot strafe jump a fun challenge was designing levels aimed at high-mastery players, this involved rigorous play-tests and ongoing feedback from the target demographic to ensure levels were exciting, felt rewarding and kept testers in the flow state.