In the pursuit of improving my Level Design abilities in Unreal I’ve started taking courses at World of Level Design. After running through the fundamentals this was the result of the first follow along BSP exercise:
More to follow!
In the pursuit of improving my Level Design abilities in Unreal I’ve started taking courses at World of Level Design. After running through the fundamentals this was the result of the first follow along BSP exercise:
More to follow!
Introduction: Whilst at Automaton I worked as a Level Designer, where I iterated and developed world content for Mavericks a next-gen Open-World MMO FPS developed in CryEngine using SpatialOS.
Platform: PC, Xbox One, PlayStation 4 | Time: 2 months | Role: Level Designer | Team Size: ~40
Design Goal: Deliver a 1.8km battle royale play space for the alpha release of Automaton Games’s original IP‘Mavericks’, a next-gen Open-World MMO FPS developed in CryEngine using SpatialOS.
Papers map concepts.
Iterated and developed the natural world whilst distributing minor points of interest for further iteration by art. Major tasks for this included:


Blocked out, and iterated a number of mid sized points of interest.



Iterated on flow, and cover of existing mid sized points of interest.





Enhanced existing major points of interest, as well as blocking out significant areas of the Sawmill, and Biomass POI.
Lately I’ve been itching to practice my level design skills. I’ve found such an opportunity with Total War Warhammer 2 where Creative Assembly has made their battle map editor Terry available for public use.
Therefore to practice my level design skills I’ve decided to take my love of Total War, my design skills, and support from the existing map making community to try my hand at creating maps for Warhammer 2.
First I tried some paper mapping for an existing Warhammer map called Atldorf.


Next I thought it would be good to remake a map. The map I chose to copy was a tutorial map from the map community. My intent was to make a bare bones version so I can focus on practicing using the tool. I began with studying the tutorial map.
For me the development process was loosely:





Next I plan to practice creating a map, this time with an imported height map!
Some Useful Resources:
Some Tips:




In this section the player finds a safer that requires a numerical combination to be opened.

Further down the street the player sees the glint of a note against a dark junk wall, and finds the combination to the safe written on the note. I have an issue with this!
The player does need to do backtracking which isn’t ideal, but it isn’t much, my issue relates to getting the combination. When the player gets the combination it would be an additional plus to underscore receiving this important information with a touch of VO that hinted the relationship between the safe and note e.g “hmm wasn’t there a safe back there?”.

In an effort to continue building on my 2D Layouts, and 3D blockouts skills I thought I’d try a short exercise of creating an area in a game that I am playing. The subject of this exercise was ground floor of the Briar Patch diner in Mafia 3.

I began with a very rough to scale-ish 2D top down to get a general shape.

Next I began 3d work which involved taking in game pictures as reference from various, and areas of the ground floor. Using these ‘references’ I created approximate blockouts. The following is the results of this exercise.












Introduction: I once again had the opportunity to work for DICE LA. This time round I was given additional ownership, and made contributions in Battlefield 5’s content Chapter’s 3 and 4.
Platform: PC, Xbox One, PlayStation 4 | Time: 1 year | Role: Multiplayer Designer | Team Size: ~100
Design Goal: Support Battlefield 5’s live service pipeline with high quality content for players.

Introduction: Over the summer of 2017 I interned at DICE LA, a studio of Electronic Arts. My time was spent working with DICE LA to ship the downloadable content In the Name of The Tsar for Battlefield 1.
Platform: PC, Xbox One, PlayStation 4 | Time: 12 weeks | Role: Game Designer | Team Size: ~90
Design Goal:
My Contributions:


Platform: iOS, Android | Time: 12 weeks | Role: Game Designer | Team Size: 7
Design Goals:
My Contributions:



Throughout the conference I took the following notes which I thought to share!
My first day at GDC involved visiting a number of sponsored talks as well as a great talk on the game Mortician’s Tale.
In this event Google was presenting a number of new features. One in particular was Google Instant. The concept is that developers would create partial builds that would act as a lite version of the experience used to give a demo of the experience. One interesting concept they proposed was that as speed increases, consumption increases.
This session was a demo for introducing Amazons Gameon feature. In the talk the speaker went through how to implement the Gameon system providing diagrams and code samples.
Gameon, as I understood it, is a service that allows deliveries leveraging the Amazon delivery service. The example the speaker spoke at length about was integrating real world prizes into a game system using Amazon’s delivery service e.g. a player wins a game and a real prize is delivered to them by Amazon.

In this panel hosted by Amazon the speakers gave their opinion on the future of E-Sports and made a number of interesting points including:
This talk was about the concept of death in a game called Mortician’s Tale. As described by the creator Morticians Tale is ‘a job simulator game’ about being a Mortician.

During the talk the speaker made a number of interesting points including:
At the end of the conference the speaker made recommendations of a number of other games to look at that explore the topic of death:
Finally the speaker made four major recommendations for how to do death in games better:

Time: 15 weeks | Role: Producer/ Writer | Team Size: 5
Design Goal: The goal of this project was to create an RPG adventure suitable for a three person party to play over the course of several weeks.
My Contributions:
Download: The story bible is available here.
At Carnegie Mellon’s Entertainment Technology Center (ETC) multi-disciplinary teams work on projects over a semester to create an artifact. While attending I was the primary designer on the project which created Trash Traders.

Trash Traders is an iOS app built by a team of students at Carnegie Mellon University’s Entertainment Technology Center in 15 weeks for West Virginia’s Steenrod Elementary. Trash Traders is an experience that has shown to be fun and promote discussions about living a more green life.
Continue reading Flower Power – A Transformational Game Project

Platform: Physical | Time: 2 weeks | Role: Designer | Team Size: 1
Design Challenge: Design and develop a game featuring the use of one or more dice.
My Contributions: I designed, and developed this project. This involved brainstorming, conducting playtesting and iterating the game several times.
First I considered some of the problems with dice:
During Brainstorming I read through a number of Dice Games:
https://en.wikipedia.org/wiki/List_of_dice_games
Then came up with a few ideas:
From these ideas I developed some candidates.

Taking idea two and the game LCR I developed a prototype. In this prototype players would hold three cards they kept hidden. Each would initially be one of each color card R,G, or B. The mechanic was two dice were rolled and based on the number you had to pass one card to the person opposite, left or right to you. The goal of the game was to collect all of a certain color.
Date: February 1 – 14:00
Playtesters: Me
Time: 10 minutes
The game felt too random, and didn’t feel good having three cards and having to hand away two every turn. It destroyed a player’s strategy of trying to collect all of them.
I tried a team version of this game, and had trouble at end when judging if you had won or not. This was because players had no good way of guessing whether their team mate had the last card that they didn’t have. Finally I moved on to another candidate.
Considering idea 5 I found a dice game called Mexican. I liked the idea of dice battling against each other for lives. I modified this idea to instead use numerically increasing value gains with chips.
In this playtest I did not have any prepared materials and so used a mish mash of dice and tokens.
Date: February 1 – 20:00
Playtesters:
Time: 5-6 minutes
Playtester Comments:
Observations:
| # | Description | Purpose |
|---|---|---|
| 1 | Changed rule set now when a round of players have been completed only then is the minimum amount increased | Slow down the game to try encourage strategic thinking. |
| 2 | Draws split the pot evenly | Handling of draw cases |
| 3 | Bought chips | Made counting easier |
| 4 | Made 6-6 a special case as an automatic win | Reward for special case |
Date: February 2 – 21:00
Playtesters:
Time: 15 minutes
Playtester Comments:
Observations:
| # | Description | Purpose |
|---|---|---|
| 1 | Added 1-1 special case | Increase the probability of a special roll |
Date: February 3 – 21:00
Playtesters:
Time: 8 minutes
Playtester Comments:
Observations:
I wanted to add an element of skill so I overhauled the rule set and added a thematic element to the game.

Thematically I imagined a king setting a standard somewhere on a bell curve and a bunch of jesters trying to out do each other with displays to Please The King!
| # | Description | Purpose |
|---|---|---|
| 1 | Made each dice the same size | Eliminate 'feeling; of difference between dices |
| 2 | Added a public non player controlled dice to control probability calculations | Added more strategy to the betting system with a fixed value judgement |
| 3 | Added a mechanic called King's favor | A method to addressing stalemates. First consideration of numeric difference to consider many cases of non matching rolls. Next is consideration of matching rolls based on numerical matching. Design moves towards kings exact preference |
| 4 | Rethemed game to call it Please the King! | Wanted to create a motivation and story around the game to add to experience |
| 5 | New Rule Sheet | Wanted to start working on a written rule sheet so I didn’t have to explain it every time |

Date: February 4 – 17:30
Playtesters:
Time: 15 minutes
Playtester Comments:
Observations:

| # | Description | Purpose |
|---|---|---|
| 1 | Added rule for only one reroll per turn | Stop the person with the most money winning by rerolling a lot |
| 2 | Created a physical board for the game | Reinforce thematic element |
| 3 | Used a royal seal in the king's box to signify royalty | Reinforce thematic element |
| 4 | Used a raised platform to show king is above all others | Reinforce thematic element |
| 5 | Made the Jester money boxes to remind Jesters that their death is at the bottom of the box | Reinforce thematic element |
| 6 | Changed pay theme to instead of all in instead have it so that Jesters must collect money to pay by the end of the season or be beheaded! | Added a survival motivation |
| 7 | Made a railing on the platform to help with dice from falling off the platform | Dice fell off the table |
| 8 | Reduced the number of chips | Shorten the experience so a player who got out early is less likely to be bored |

Date: February 6 – 20:00
Playtesters:
Time: 15 – 20 minutes
Playtester Comments:
Observations:
Average score: 3 – 3.5
| # | Description | Purpose |
|---|---|---|
| 1 | Changed to 10 chips | Shorten the game |
Date: February 7 – 13:30
Playtesters:
Time: 15 minutes
Playtester Comments:
Observations:
| # | Description | Purpose |
|---|---|---|
| 1 | Changed matching system to have it by value comparison rather than number comparisons by dice | Realized odd calculation was what was important so wanted to simplify the experience so players could focus on that |
Date: February 7 – 14:30
Playtesters:
Time: 10 – 15 minutes
Playtester Comments:
Observations:
Date: February 10 – 20:00
Playtesters:
Time: 15 minutes
Playtester Comments:
| # | Description | Purpose |
|---|---|---|
| 1 | Changed Jesters 2D6 to a D4-D8-D12 | Wanted to make choice of probability choice more interesting |
| 2 | Tiered payout system instead of payout to only one player | Tried to solve problem of winner being too apparent early |
| 3 | Updated rule sheet | Add structure in to make experience easier to absorb |
| 4 | Changed king's dice from 2D6 to 5D6 | Wanted to create cases where players have to maximise and thought adding more dice would be fun to roll |
Date: Friday 11 – 17:50
Playtesters:
Time: 15 minutes long
Playtester Comments:
Observations:


| # | Description | Purpose |
|---|---|---|
| 1 | Modified the rule sheet to include terms and bullet points with breakdowns as well as more explicit details | Make the game easier to understand |
| 2 | Included a method of keeping track of your difference | Take the mental load off the player |
| 3 | Changed players D4-D8-D12 to D8-D10-D12 | Due to analysis of probability curve and number distribution (refer to Anything Else section) |
| 4 | King’s Dice changed from 5D6 with pips on them to a D20 and D10 with numbers | TO make it easier to read and I preferred the more flat probability curve (refer to Anything Else section) |
Date: February 13 – 20:35
Playtesters:
Time: 15 minutes
Playtester Comments:
Observations:
| # | Description | Purpose |
|---|---|---|
| 1 | Introduced a sheet of numbers and player use a token to mark what their difference from the king's favor is. | Make figuring out players difference easier |
Date: February 13 – 23:00
Playtesters:
Time: 15 minutes
Playtester Comments:
Observations:
| # | Description | Purpose |
|---|---|---|
| 1 | Added a day counter row as well | Get another unnecessary detail out of the player's head |
You are one of several jesters performing at the King’s week long banquet. Jesters got bills to pay so to win you must earn the most money before the banquet ends!
Jesters earn money by gaining the Favor of the crowd who pays them based on the day’s performance. The Favor a Jester receives is judged by the difference from the King’s Favor to a Jester’s Dice roll in terms of numerical value. The different Favors are as follows:
Lowest Difference
Highest Difference
Money is paid out to each Jester from lowest to highest difference from the King’s Favor.
The game takes place over 7 days (turns). Each day has four phases:
All Jesters Perform by rolling their dice.
The Kings Dice are rolled setting the King’s Favor.
Jesters receive their payout based on the difference from their Dice to the Kings Favor.
In the case of draws:
The following are examples of payday payouts.
Example 1: If the King’s Favor was 20, then a Jester at 19 is one closer than a Jester at 18. Therefore the Jester at 19 wins the King’s Favour and the Jester at 18 wins the Queen’s Favor.
Example 2: If the King’s Favor was 20, then a Jester at 19 draws with a Jester at 21 as both are one away from the King’s Favor. Both players must Improvise until there is a difference. The lower Jester gets the Queen’s Favor and the higher the King’s Favor.
The Day & Difference sheet is a useful tool for keeping track of what day of the banquet it is, and what the King’s and each Jester dice rolls are. Place recognizable tokens for each Jester and King on the values from 1-28, and move a token along the Day row to keep track of what day it is.
I estimate per item cost at:
This comes to $28, but I can likely get discounts on many of these items buying in bulk.
So I say approximately $20-25 estimated cost.
In Playtest 7 I did some probability analysis using anydice.com
The bell shaped curve is 5D6’s and the more flat curve is the D20 and D10. I went with the more flat curve because I preferred having a distribution with more equal probabilities over a large range of values for the King since this would be the number players would aim to get.

With the King’s new probability curve in mind I analyzed the Jesters Dice. The previous player’s probability distribution which had a max value of 24 was skewed towards the lower spectrum of possible ranges. Looking at bell curve that touches up to 30 it was more fairly distributed and given the three dice of D8,10,D12 it would make for a less obvious choice instead of D4,D8,D12 (roll D4 for least change, and 12 for most) which I would consider more interesting.

The following is additional footage of discussions about living a green life:
In Trash Traders players take the roles of four recycling centers, where each iPad is a recycling center, whose objective is to clean up the pollution in their city. They do this by fulfilling the needs of the city by creating green products using eco-items that are produced at the recycling centers. The recycling centers face a challenge though.
Each recycling can produce only one type of eco-item and more than one type of eco-item is often required to create a green product. Therefore the recycling centers must work together otherwise their city is doomed to be ruined by over pollution!
Award: Serious Play 2018 Bronze Award
Platform: iOS | Time: 15 weeks | Role: Game Designer | Team Size: 6
Design Goal: The goal of the project was to promote a sustainability mindset in our target demographic.
Design Challenges: We faced a number of design challenges during this project including:
My Contributions: As the game designer on the project I took the lead on directing our creative efforts. My efforts helped create a well received, fun, and engaging experience which made a good attempt to achieve our transformational goals. Other areas I made significant contributions in were:
Download: Trash Traders has been released on iOS and can be downloaded here
My top two presentations were definitely:
Diegetic Connectivity – Paper here
Why I loved this was that by the end of the work they had a playable deliverable that made engaging with language an essential part of the experience, not at all like the typical chocolate broccoli that tends to happen. I definitely connected with the speaker and will remain in touch with them.
Bibles and Bioshock – Paper here
Religion is a hot button issue (as usual) and I loved this talk because it opened my mind to the actual academic consideration of religious discussions in video games. Particularly interesting was how it attempted to categorize people into behavior categories.
Other interesting papers I found interesting:
All papers accepted at conferences main program can be found at the following link:
Awards: Serious Play 2017 Gold Award Winner, CHI Play 2017 Jury Award Winner, Finalist for 50th Carnegie Mellon University Founders Award
Publications:
Platform: iOS | Time: 15 weeks | Role: Game Designer | Team Size: 4
Design Goal: The goal of the project was to achieve the following transformations in our target demographic:
Design Challenges: We faced a number of design challenges during this project:
My Contributions: As the game designer on the project I took the lead on directing our creative efforts. My efforts helped create a well received, fun, and engaging experience which made a good attempt to achieve our transformational goals. Other areas I made significant contributions in were:
Download: Angle Jungle has been released on iOS and can be downloaded here
Development Process: Post
Source Code: GitHub
Presentation:
At Carnegie Mellon’s Entertainment Technology Center (ETC) multi-disciplinary teams work on projects over a semester to create an artifact. While attending I was the primary designer on the project which created Angle Jungle.
Angle Jungle is an award winning educational puzzle game for fourth to sixth graders studying geometry. At the start of development our requirements were up in the air. Following discussions with our client we settled on the following objectives:
Our ideation process began with brainstorming based on the objectives of our project. We then went through two iterations of paper prototypes.
From our paper prototypes, we choose to refine two based on feedback.
In parallel we began the process of creating digital prototypes based off these paper prototypes.

Our breakthrough moment came when Jesse Schell, a faculty member at the ETC, posed to us that though these games used angles, both could be played without thinking about angles. We needed to make an angles essential experience. This priceless notion lead us to create Angle Jungle’s progenitor which we called Treasure Hunter.

Treasure Hunters mechanic encoded the relationship between the numeric and spatial representation of angles. This was achieved by having players use numeric representations to create spatial representations in-order to solve a puzzle. We believed this embodied a system where angles were essential. We then began refining Treasure Hunter.
After positive feedback from playtesting we next created a digital prototype.
In the above video players slot numeric values into a beam maker which creates a spatial value. A certain spatial value is required to hit an objective to solve a puzzle and receive treasure. This digital prototype then went through many more iterations.
At this point in development we had the foundations for an experience. What was needed next was to design that experience.
How does one go about creating an experience? There are infinite ways, but we began with considering the difficulty curve within our experience.

The above graph is an abstract difficulty curve which displays a sequence of tense and release cycles of increasing difficulty. This curve would form the underlying foundation of our experience.
With an idea of what we wanted the experience to look like, next we conceptualized the elements within the greater experience. The inspiration for this process came from a number of sources including the learning materials of our target demographic.

Our aim was essentially to gamify our target demographics learning material. We would achieve this through gameplay elements which attempted to capture aspects of the kind of problems they faced in the classroom. These gameplay elements would form the core components of the experience.

Whilst conceptualizing our gameplay elements we also considered the possibility that the puzzle may not be intrinsically motivating enough for players. Therefore we created two additional supporting motivational factors.
A gender-neutral character that needed assistance (inspired by Jesse Schell’s Lens of Help). Given the use of supporting characters in educational experiences is common, and there exists research on the potential beneficial effects for players. We hoped this would augment learning within our experience.

In addition we created The Cabin. The Cabin would contain rewards in the form of treasures and trophies. The Cabin would act as motivational element by creating Golden Expectations (expectation of rewards) through the aesthetic use of empty shelves as well as serve as a measure of game progress.
We also recognized the need to space out our rewards for better impact. We therefore arranged rewards into evenly spaced intervals.

Together these pieces could further flesh out the difficulty curve of our experience. The peaks of our difficulty curve would now commonly correspond to the introduction of gameplay elements, and the dips would be periods of rest at The Cabin.

The experience needed more though, it cried out for substance in the form of puzzle content.
With a high-level view, and the fundamental elements of the experience in mind we went about crafting a set of transformational puzzles.

This process resulted in a jumbled pile of puzzles. This was a good first step, but it did not fit the experience structure we wanted. We therefore turned to a mighty tool. The spreadsheet.

The spreadsheet consisted of columns of each gameplay element which we incrementally increased to raise puzzle complexity. This tool complemented the design process as we created more puzzles based on these new complexity constraints.
Two additional considerations came to mind during this process:
The result of this work was a structure of thirty levels which we then playtested.
Although initial playtests were largely positive they revealed two design issues:
Both issues were detrimental to our goal of building familiarity with the angle system. Therefore, two methods of analysis were used to solve these issues:
These methods revealed a number of such ‘issue’ levels.

The result of iteratively applying this analysis was that both the complexity and angle diversity was maintained and improved. This ultimately meant a better attempt at achieving our transformational goal.

At the end of the project we ended up with a concrete primary transformational objective, and several secondary transformational objectives.
Build familiarity with the angle system by having players practice solving puzzles using a mechanic that has an encoded relationship between the numeric and spatial representations of angles.
In addition to our primary transformational objective we took the opportunity to introduce a number of secondary transformational objectives in manners that were natural extensions of the core experience (providing the experience with more puzzle content).
To solve a puzzle, players had to work out the angle that was required to be made. This was difficult for some playtesters and therefore provided a natural opportunity to introduce a protractor scaffolding tool.

By making this tool available we built in the protractor in a manner that was of a natural clear benefit to our players. We hoped by doing so to build familiarity and appreciation of the tool by creating a puzzle environment where it was undoubtedly helpful. Playtesting showed that this strategy ‘seemed’ to work.
Sharon Carver – ‘I especially like the meter that shows the full 360 degrees while the player is working on selecting angles. It would definitely be worth testing the impact’
Introduce the notion of positive and negative angle values.
Introduce both anticlockwise and clockwise rotation, and angle addition and subtraction.
Expose students to angles greater than 180 degrees.
Whilst exposing students to our core mechanic (an encoding between the numeric and spatial representation of angles), initial levels would allow brute force approaches to be rewarded in order to draw in the player with easy rewards.
Allowing for such ‘brute force’ (choices made without solid reasoning) approaches, resulted in the following criticism being raised:
What if players are not doing the thinking you want?
In the defense of brute force, we responded with the following counter points:
Most importantly though, we admitted that when complexity was low players would not have to think ‘much’. This was intentional. The experience allowed it for a deeper purpose.
We intended to combine that brute force motivation together with puzzle complexity as a transformative tool to incentivize a ‘logical’ approach. As puzzle complexity slowly increased the experience would naturally create skill appropriate ‘teachable moments’ for teachers to capitalize on.
The results of this process created an experience that contained:
This combination resulted in:
The transformational puzzle complexity in Angle Jungle can be best exemplified by the following diagram (note it dips at times of gameplay element introduction).

Well what did the games design ultimately translate into? Get a glimpse in the following promotional video (I’m happy to share raw footage on request).
So what can we take away from this experience. First some classics:
Additionally, whilst designing this educational puzzle game one question came to mind.
How can puzzles serve transformational goals?
At present my thoughts are twofold:
A brief re-imagining of League of Legends champion Mundo into an Overwatch hero.

Passive
Mundo always regenerates a small amount of health per second.
Left Click
Mundo swings his cleaver dealing melee damage.
Right Click
Throw Cleaver (hold to control throw distance) at the cost of health. If a hero is hit Mundo gains some HP and the hero is slowed.
Shift
Mundo performs a special cleaver attack that does proportionally more damage the lower Mundos health is.
Q
At the cost of health Mundo gains higher regeneration, and increased movement speed.

So in order to fulfill this expectation we created additional art assets which we would use to fill up our empty room. We faced a dilemma in this regard. We did not want to force players to see treasure added to the room at the end of every level. This would be far too disruptive to the game experience. So how does one fulfill the expectation of reward without forcibly having the player see the reward appear?

Well one thing helped us in this regard. We already designed fixed reward intervals through the trophy system which forced players to go to the trophy room and observe the new trophy being added to the trophy room.
In our experience we had periods of fixed visitation where the player would be guaranteed to be seeing the Trophy Room. Looking at the experience more methodically we were giving trophy’s at the following intervals (we had thirty levels).

One and thirty were absolutely necessary since they began and ended the experience. The others were decided based on difficulty curve which was designed in previous weeks. Again we asked ourselves the question. How does one fulfill the expectation of reward without forcibly having the player see the reward appear?