Tom Clancy's The Division - Xbox1/PS4/PC
Level Designer
Ubisoft Reflections
As a Level designer on story campaign of Tom Clancy's The Division my responsibilities included:
Designing mission concepts, maintaining documentation to support the development of my missions and related content
White box layouts and develop mission content using Snowdrop editor
Scripting gameplay logic and combat encounters for missions using the Snowdrop editor's visual scripting system
Designing a unique boss encounter, developing this feature and its systems alongside various disciplines and implementing it using Snowdrop editors visual scripting system to the highest possible quality
Working closely with artist and various other disciplines and departments across multiple studios to develop and deliver both mission content and boss encounter content
Iterate designs based on feedback from directors, leads and play test data
Balance and tweak combat encounters and boss encounter, fix bugs in both my missions and others when appropriate
Below is a playthrough by a player from Youtube of the boss fight I designed and scripted.
Within this encounter my responsibilities were:
Construction and layout of the encounter space such as cover placements and walk way arrangements
The helicopter movement patterns, firing patterns and phase transitions
Tuning of firing patterns
The helicopter and turrets interactions
Enemy wave spawning
Dialogue triggering
Hint triggering