Dead Rising 5 - Capcom, Vancouver, BC. -Unpublished
Role: Technical Level Designer (Level Designer work further down)
Worked with the tech LD team and programmers to create the Mission Manager, Spawn Director, and the Traversal System.
Created the Environmental Damage System, the Loot Container System, and the Spawner System.
Created and maintained various gyms for level designers (Traversal, Enemy, Weapon).
Worked with artists to create a modular pre-fab building system for level designers
Worked with artists to solve streaming issues.
Created enemy spawners (fence, trash can, vase, car trunk, cannon).
On the El Guapo Boss Fight strike team for the Camps level.
Loot Container System
In previous DR titles loot was strewn all over the ground making it difficult to tell what was important or useful. It was also extremely taxing on the resources rendering it all out. This was my proposed solution - a loot container system that would allow us to contextualize different drops, clean up the environment, and free up some memory!
Traversal Gym
A traversal gym for level design. A place Designers could go to quickly grab a 1,2,3,4,5 story pre-fab traversal setup, learn about what types of traversal nodes exist, and test out any particular facet of the traversal system.
Dead Rising 5 - Capcom - Unpublished
Role: Level Designer
Levels: Camps, Hotel, Barrio
Created the grey box levels for the Barrio, Hotel, Camps, Mayan Temple and Safehouse.
Created combat encounters and implemented the mission events and narrative for Hotel and Camps.
On the “El Guapo” Boss fight strike team for the Camps level.
Camps
An early prototype of the jungle level with plenty of zombies to kill and several gang bases to raid leading up to a final boss! I also created the fence spawners, bush spawners, and trunk spawners tech for this level. The El Guapo Boss Fight was in the early phases but you get the idea - some crazy kind of drug lord with an electrified metallic fake arm - what else do you need to know?!
Hotel
A earlier version of the Hotel grey box.
Barrio 1.0
Barrio version 1.0. The first greybox I worked on at Capcom. Based off an actual section of a town in Mexico that I’ve already forgotten the name of.
Barrio 2.0
Version 2.0 of the barrio. Some evolution to the space.