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Level Designer (Maps Team)

 

AAA First Person Shooter based on Ubisoft IP

 

Highlights:

- Assigned a production map within a year of hire

- Assigned to head the Level Design for a brand new map mode

- Assisted Lead Level Designer with taking on some of his assigned tasks

- Trained & mentored new Level Designers

- Created & updated training documentation

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Level Design Process

 

Initial Topdown Design - 

 

Throughout the initial map creation process, I worked with my Lead to establish a list of pillars upon which I'd be building the general concept of my assigned map.

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Once established, I thoroughly researched the new IP I would be designing my assigned map around (in this case, Far Cry 3: Blood Dragon). This research included identifying key locations within the Blood Dragon game, fan-favorite story elements, as well as ideating on ways we can create something 'new', without deviating too dramatically from the feel of Blood Dragon's original gameplay.

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I then worked alongside our Sr. Level Designer to create 3 variations of this map, which I would then present to our Lead Level Designer, Creative Director, Art Director, and Senior Producer for feedback & iteration. 

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Once the final map design was chosen, I set to work creating the blockout design, beginning with our game's established map metrics (jump heights, line of sight, shooting distances, etc)

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​​Map Flow & Iteration - 

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With an approved design in hand, I set to work creating a more detailed gameplay flow based on a set of rules previously established by our Lead Level Designer within each area of the map.

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My main goals were to ensure fun gameplay for all gun & class types, maintain consistency in what props could & could not be interacted with, & make each area of the map memorable and navigable so that any player (new or established) could easily navigate their way to their next objective.

Level Blockout - 

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With game flow, player objectives, and major visual themes for each area established, I began building the rough outline of each area using gray-block. 

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Based on the desired gameplay flow & player experience, I blocked out each space using simple geometry, allowing plenty of space to move, while keeping lines of sight limited to ensure no one player could take advantage of camping spots, head-peaks, or slivers of view to shoot through.

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I then worked with our team's Concept Artists to create visually appealing play spaces that would maintain critical metrics & the above map designs.

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Bringing The Map To Life - 

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At this point in our processes, we begin working with our incredible art teams to create unique art assets for each of our play spaces.

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Because this map wasn't scheduled to be released until Season 4, only ~75% of the final art made it into the level before Ubisoft made the decision to end further development of XDefiant. Thankfully, we were able to swiftly enough to make the map not only playable but thoroughly engaging to push into our final season that is now live. 

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Below you'll find both screencaptures and additional concept art we created to give our map life. 

Want to see more of our maps for XDefiant?

Check out this video here: LINK

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