Killzone Mercenary
Playstation Vita
(released Sept 2013)
Level Designer – Single Player Campaign
Killzone Mercenary – Contribution Showreel – 01:58
Mission 1 – Halls of Justice
Mission 5 – The Package
Mission 8 – Blood Money
Scripted AI Buddy
– Mission 1 – Halls of Justice –
Mission 1 – Worked with 1 other designer, we created the initial paper designs together and he created the second half greybox. I created the greybox for the first half, then took full responsibility for the level and took the whole mission through first pass to completion.
Responsibilities for each mission:
- AI scripting and character-type balancing
- Focus on enemy combat and encounters
- Structuring of narrative beats through the level
- Implementation of key story sequences
- Diorama creation for exposition
- Implementation of mission objectives
- Including ‘challenge mode’ objectives
- Setup of character dialogue
- All cover and special object placement
- Including AI animation objects for navigation
- Waypoints/Navmesh
Additional Responsibilities for Mission 1:
- Tutorialisation of all gameplay mechanics
- Scripting of AI buddy to lead pacing
- Implementation of streaming system
- Use of hard-gates for streaming opportunities
- Optimisation
- Bug fixing and polish
Playthrough Videos – Halls Of Justice
Part 1 - 09:48 | Part 2 - 09:28 | Part 3 - 06:13 |
– Mission 5 – The Package –
Mission 5 -Initial paper designs and greybox of second half of the level. This level was the ‘visual benchmark’ level, so the greybox I worked on included art pass; this was equal to the ‘content complete’ stage for a level. Worked with 1 other designer who created the first half.
Additional Responsibilities for Mission 5:
- Developed working greybox along side the art visual benchmark
- ‘Mini Boss’ encounter
- Aerial combat encounters
- Design of aerial vehicle behaviour
- Scripting of AI buddy character ‘Justus’
- Placeholder animations for initial aerial vehicle sequences
– Mission 8 – Blood Money –
Mission 8 -Initial paper designs and greybox of first half of the level. Worked with 1 other designer who created the second half.
Additional Responsibilities for Mission 8:
- Creation of ‘trophy’ set pieces, such as the incinerator
- Initial animation sequence for exposition of the incinerator
- Prototyping of dynamic cover objects
– Scripted AI Buddy – ‘Ivanov’ –
- Design, development and implementation of ‘Buddy AI’ character Ivanov
- Worked closely with AI programmer
- Extensive scripted gameplay events
- Drove the pacing of stealth sections and tutorials
- Systematic behaviour design
- Use of natural soldier behaviour during combat and non-scripted sections
- Use of existing multiplayer animations for close combat situations
- Use of existing ‘vehicle-driver’ system for carrying mechanic
- Worked closely with gameplay programmer