All posts by nemekkawalsky

Far Cry Primal (2016)

I was the Lead Level Designer on the project, in this role I was responsible for the level design team which consisted of 12 Level Designers. Together we were responsible for a range of missions in the game, including some of the Tensay Vision quests, Cave missions and also Animal quests.

My main responsibilities were to help define the content and ensure milestones were met on time and to a high quality, ensure the level design follows the games direction and is ultimately fun for players and to provide team members with constructive feedback on their work.

 

 

Far Cry 4: Valley of the Yetis (2014)

We started this DLC pack after the main Far Cry 4 game was well into production, the main game had found its feet and we had a team available so we decided to take advantage of that and aimed to bring players a unique experience to enjoy.

I was the Lead Level Designer on the project, in this role I was responsible for the level design team which consisted of 6 Level Designers who were responsible for different elements of the DLC, the open world, main missions and also the wave defense gameplay sections.

My main responsibilities were to ensure milestones were met on time and to a high quality, ensure the level design follows the games direction and is ultimately fun for players and to provide team members with constructive feedback on their work.

 

Splinter Cell: Blacklist (2013)

Splinter Cell: Blacklist.
I moved to Ubisoft Shanghai to work on Splinter Cell 6: Blacklist as a level designer and joined a small team working on the Hunter portion of the COOP portion of the game.
Each level designer was responsible for one beat. I was responsible for the latter part of Opium Farm which was set in the Afghanistan mountains. Later in the project I took over responsibility for all beats in the map.

When I joined the team, the project had just finished the conception phase, this meant that the basic design of the level intention was there and I built on it and improved it. I took the map from a blockout phase to final quality.
The schedule for this project was well planned which meant there was time to give the level all the time, love and attention it needed. This was a great chance to really go into detail and make the level as good as it could have been.

IGN Walkthrough: http://uk.ign.com/wikis/splinter-cell-blacklist/Opium_Farm

 

Videos from YouTube below.

Opium Farm Mission

Splinter Cell Blacklist| World Premiere Trailer

Thanks to YouTube creators and community for sharing these videos.

007 Legends (2012)

007 Legends was created to celebrate the 50th anniversary of 007 films.

I was on this project until close to Alpha. I was a Level Designer working on two levels Auric Enterprise and On Her Majesty’s Secret Service.

I was responsible for some of the initial designs and taking the two levels from paper sketches to playable block outs in game. I was also responsible for triggering of Fort Knox to almost an alpha stage.

Some YouTube videos of the final levels can be found below.

Goldfinger

On Her Majesty’s Secret Service

Thanks to YouTube creators and community for sharing these videos.

Goldeneye Reloaded (360, PS3) (2011)

GoldenEye 007: Reloaded is an enhanced version of the Wii version. The engine was completely rebuilt and runs at 60 fps. Levels and assets were all rebuilt. New Multiplayer game modes, new challenge mode and 4 new maps where also added.
I was responsible for implementing and updating the single player level Memorial, which was my original map on the Nintendo Wii version. I also helped out on the Dam and Bunker levels. I also designed the challenge maps Outpost, Jungle and Station, these challenge maps were based on the single player and multiplayer environments.

IGN Walkthrough: http://uk.ign.com/wikis/goldeneye-007/St._Petersburg:_Memorial

 

Lets Play from a YouTube below:

Thanks to YouTube creators and community for sharing these videos.

Goldeneye (Wii) (2010)

Goldeneye 007 is a re-imagination of the classic N64 game.

I was level/gameplay designer on the project and was responsible for the creation of Statue Park, renamed Memorial, from initial blockout through to final polish.

IGN Walkthrough: http://uk.ign.com/wikis/goldeneye-007/St._Petersburg:_Memorial

Memorial (Statue Park) walkthrough

Goldeneye 007: Video Review

Thanks to YouTube creators and community for sharing these videos.