Battlefield Hardline

Role: Senior Designer
Engine: Frostbite
Studio: Visceral
Team Size: 200+
​
I was recruited mid-production to overhaul the single-player combat and stealth mechanics, spearheading the transition toward a 'player-choice' gameplay philosophy. My role was to bridge the gap between Systems and Level Design, establishing a unified set of level design best practices paired with consistent, systemic stealth mechanics.
​
Beyond high-level strategy, I partnered with engineering to architect a custom combat scripting tool and a robust AI companion system. To ensure consistency and quality across the campaign, I produced 'gold standard' examples that provided the design team with a clear technical benchmark. These efforts culminated in the Gamescom demo of the 'Trailer Park' level, showcasing how dynamic mechanics and level design converge to create a truly player-driven experience: