Mountain Rendezvous

As the designer for one of the game’s largest combat spaces, I was responsible for maintaining the level’s integrity through constant mechanical iterations. Every time combat tuning shifted, I recalibrated cover density, AI jump distances, and encounter pacing to ensure a polished experience. This level also served as the project’s pilot for a new modular construction system, which I co-developed with art to streamline the layout process.
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Key Contributions:
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Systems Calibration: Iteratively tuned environment layouts to accommodate evolving stealth and combat mechanics.
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Technical Pipeline: Co-designed a modular piece set to transition the level from paper design to a high-performance 3D space.
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Scripting & Optimization: Scripted all encounters and managed technical backend tasks, including streaming, portals, and occlusion.
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Public Showcase: The level’s success led to it being selected as a primary demo for global press events.
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Part 1
Part 2