Gears 5 - The Coalition, Vancouver, BC. - 2019
Role: Technical Level Designer
Continuously profiled level performance to ensure memory and framerate are in bounds.
Resolved out of memory issues and hitches.
Facilitated a smooth player experience by addressing performance issues and adjusting streaming where necessary.
Created and helped maintain several gyms for level designers (collision, AI, vehicle rides).
Was an integral part of the Kraken Boss strike team
Handled complex blueprint scripting for several significant gameplay moments like the JD/Del death choice and City 2 Truck Ride.
Integrated seamless level transitions between the Overworld and the linear missions to help increase player immersion in the game.
Maintain functionality of the save/load system across several large levels.
Worked to ensure the Join In Progress system functioned flawlessly across all levels.
Collaborated with UI and gameplay to create tutorials for various aspects of the game.
Worked closely with AI programmers to identify and fix problems with pawn behaviors.
Assisted Escalation Game Mode development team with issues and fixes when their workload became too great.
Develop several combat encounters (see examples below).
Combat Encounter 1
The 1st combat beat that I was given to create. Many people have died at this spot - double Snatcher reinforced by triple Scion is among the nastiest combinations of enemies you can draw. If you don’t use your cover, red barrels, flame vents, and take a power weapon to the party - you’re going to have a rough time.
Combat Encounter 2
A defend beat that escalates quickly and finishes with a powerful Warden. A mini gun was planted to provide the player a way to keep up with the frenzy of spawns. This encounter will overwhelm you quickly if you can’t keep up the kill rate!
Combat Encounter 3
The gantry! A 3 combat beat sequence that tests the squad against a variety of enemies on a variety of platforms - moving and non moving! Obi-wan had the high ground, but you won’t always!