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The Bourne Conspiracy

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Role: Level Designer, Hand to Hand Combat Mechanics Designer

Engine: Unreal Engine

Studio: High Moon Studios

Team Size: 175

My entry into AAA development involved navigating a major mid-production pivot as the project transitioned from a stealth focus to a high-octane action format. I spent 18 months re-architecting stealth-oriented environments into dynamic action levels, ensuring the layout supported the game’s new kinetic pace. In the final year, I was promoted to own the hand-to-hand combat mechanics, guiding the system through the final polish and balancing phase.

Beyond development, I served as a spokesperson and gameplay demonstrator for press and corporate leadership across Europe and the U.S., representing the title at major events including the MLGS tournament and the US Open of Surfing.

Key Contributions:

  • Level Conversion: Redesigned and retrofitted existing stealth maps to accommodate aggressive combat and cover-based action.

  • Combat Ownership: Led the design and refinement of the core hand-to-hand combat system through the critical shipping phase.

  • Public Relations: Acted as a technical demonstrator for international press tours and high-profile corporate presentations.

Check out my level and mechanic work below:

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