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Mountain Rendezvous

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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:

  • Systems Calibration: Iteratively tuned environment layouts to accommodate evolving stealth and combat mechanics.

  • Technical Pipeline: Co-designed a modular piece set to transition the level from paper design to a high-performance 3D space.

  • Scripting & Optimization: Scripted all encounters and managed technical backend tasks, including streaming, portals, and occlusion.

  • 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

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