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Battlefield Hardline

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Role: Senior Designer

Engine: Frostbite

Studio: Visceral

Team Size: 200+

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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.

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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:

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