
FABLE
During my time at Playground (2023-2025), I was able to work on varied types of content from engaging combat areas to more exploration based areas requiring interesting and fun traversal.
Responsibilities
Referencing
Making sure to always be building from reference. For areas we have no concepts for, I research and collect real-life reference as well as references from similar games to generate ideas before starting a blockout, communicating with Art to make sure it matches the art direction.
2D Plans​
Depending on the complexity of an area I was working on, I would create a top-down map in order to get across the general idea to directors before starting to block something out. This prevented unnecessary churn and large re-works.
Blockouts
I was involved in the creation of many POIs which included blocking out a space with simple primitives and a focus on level flow, pacing, metrics, combat suitability, traversal and composition. I looked to work as efficiently as possible, getting feedback from other level designers, artists, and my lead as soon as possible. I excelled at iterating on feedback both quickly and efficiently.
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I was also responsible for creating a modular set of interiors that can be used throughout the game. This involved working closely with Environment and Tech artists to make sure their requirements were met.
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Documentation
I was active on the studio confluence website in order to break down my work to be as clear as possible to artists e.g. showing and detailing areas which were created with specific intentions to make sure that intention is maintained after an art pass.
I was responsible for creating pages which tracked information regarding our in-game content. These pages tracked what ideas we had, which mechanics they used, where to find them, and an up-to-date video of them working. This allowed us to see all related content in one place to make sure the quality was consistent and that the ideas themselves had enough variety to be interesting for the player.
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I would also look to fill any knowledge gaps on confluence by adding/updating pages for how to use certain engine features which had been added or was previously out-of-date.
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NPC setup
Alongside other level designers, I worked on the set-up and balancing of the game's NPCs which included in-engine maintenance, 2D plans and constant communication with Game Design, Animation, AI, and Engineering.
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Splines
I set up and updated many splines throughout the game which helped with NPC traversal and player navigation.
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Collaboration
As mentioned in earlier sections, I have lots of experience collaborating with a variety of different disciplines including, Art, Quest, and Design teams as well as presenting to Directors. During certain tasks, I would communicate directly with the key stakeholders so make sure deliverables were achieved on time.