Far Cry 5
EMPLOYER: Ubisoft Toronto
POSITION: Level Designer
A Dish Served Cold
OVERVIEW:
This mission follows a character named Jess. The player has just rescued her from a slave camp. She asks the player to help her get revenge against a man who killed her parents. This is a mission in the open world with a companion who will both lead and join the player at various moments. It focuses on stealth gameplay while encouraging use of a tactical bow.
RESPONSIBILITIES:
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Created mission design docs which included writeups and paint-overs to sell the idea of this mission to leads and directors.
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Created top down pen and paper plans for mission flow, encounter planning and narrative elements.
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Designed the open world mission spaces by shaping the terrain and placing envionmental assets.
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Designed multiple outposts and combat encounters.
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Worked with narrative on story elements.
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Integrated all mission scripting (conversations, objectives, walk and talks, combat encounters, ai, spawning, cleanups, music triggers, dialogue triggers, phone calls, animations)
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Took the mission from whitebox to shipping quality.
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Managed mission layers and the loading and unloading of mission specific assets.
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Scripted mission boundaries in the open world.
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Collaborated with TD's on needs for large scale companion missions in an open world.
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Setup ai paths, animation stations, scripted behaviours, barks, and reinforcements.
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Scripted hostage situation gameplay objectives.
The Prodigal Son
OVERVIEW:
This mission follows a character named Hurk. The player meets Hurk at his home and is tasked with helping him to return his father's stolen truck. The player follows hurk through the world as you both take down cult members, ride zip lines, and turret a variety of enemy reinforcements (Atv's and Helicopters). It is both a very explosive and humorous mission with Hurk acting as comic relief.
RESPONSIBILITIES:
-
Created mission design docs which included writeups and paint-overs to sell the idea of this mission to leads and directors.
-
Created top down pen and paper plans for mission flow, encounter planning and narrative elements.
-
Designed the open world mission spaces by shaping the terrain and placing envionmental assets.
-
Designed multiple outposts and combat encounters.
-
Worked with narrative on story elements.
-
Integrated all mission scripting (conversations, objectives, walk and talks, combat encounters, ai, spawning, cleanups, music triggers, dialogue triggers, phone calls, animations)
-
Took the mission from whitebox to shipping quality.
-
Managed mission layers and the loading and unloading of mission specific assets.
-
Scripted mission boundaries in the open world.
-
Collaborated with TD's on needs for large scale companion missions in an open world.
-
Setup ai paths, animation stations, scripted behaviours, barks, and reinforcements.
-
Scripted companion driven ride alongs in the open world.
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Scripted a chase / action sequence.