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.
Rogue Point is a tactical rogue-lite shooter and the first original game from indie studio Crowbar Collective, published by Team17.
I worked as Lead Level Designer, managing the design team while also contributing directly to the levels, building 2 of the 4 maps shipped in Early Access. Alongside our Game Designer, I helped shape Rogue Point’s core gameplay and systems as we defined the game’s identity.
In parallel, I worked as a Programmer, acting as a bridge between design and code. Using C++ and Blueprints, I built Rogue Point’s level-driven systems and gameplay actors, as well as a range of editor tools and utilities to support rapid iteration. I also contributed bug fixes and gameplay features across the wider project.
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.
A sprawling Mall complex that functions as several maps rolled into one. It supports the widest variety of level configurations in Rogue Point and showcases the game's arena combat at its most flexible.
The core system behind Rogue Point’s level population and randomisation. Designed to balance unpredictability with strong player direction, while enabling rapid designer iteration.
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.
An expandable system for defining and running different types of Rogue Point Level Layouts, each with distinct behaviour and gameplay.