Oilrig
- Multiplayer Level Design
A night-time assault on a winding and precarious Oilrig. A dynamic mix of verticality, long sightlines and claustrophonic corridors makes this level a challenging space to navigate and fight through.
I’ve spent 13 years working in level design and the last 4 programming in C++, contributing to two shipped FPS titles in Unreal Engine and Source. I love building varied gameplay spaces with a focus on clarity, flow, and player readability. In support of this, I also develop the systems and tools that make those spaces easier to create and refine.
I’m particularly interested in bridging the gap between design and code, building features that make it easier to quickly experiment with and iterate on gameplay.
I was the Lead Level Designer and Programmer, working across levels, gameplay systems, tools, and multiplayer features.
Served as Lead Level Designer for Xen, responsible for the design and development of major late-game environments.
A night-time assault on a winding and precarious Oilrig. A dynamic mix of verticality, long sightlines and claustrophonic corridors makes this level a challenging space to navigate and fight through.
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A centralised system for managing Rogue Point’s UI markers across the Planning Screen, Compass, and World, designed to keep behaviour consistent while simplifying iteration.
A framework that allows designers to create bespoke mission objectives in a simple and reusable way.
A reusable editor visualisation component that allows designers to quickly add debug shapes to actors, making complex properties easier to understand and configure.
An extension of Unreal Engine’s Play in Editor workflow, designed to centralise testing tools and reduce friction when working with Rogue Point’s systems.
A set of editor customisations designed to make commonly used data structures easier to read and edit, especially when nested or used in containers.
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