RIGS: Mechanized Combat League
Playstation VR
(released Oct 2016)
Senior Designer
RIGS – Contribution Showreel – 01:29
Zurich
Macau
Dubai
Nevada
Trials
– Zurich –
Responsibilities for each map
- Multiplayer level layout for multiple game types
- Team Takedown
- Powerslam
- Endzone
- Level setup for game modes and AI ‘bots’
- Enemy roster balancing
- Waypoints/Navmesh
- Layout consideration for VR hardware
I was responsible for the entirety of the Zurich map, taking it from initial conception through to the final shipped level. I worked closely with the Environment Art Director to create a map which united the visuals and gameplay.
Phases worked on:
– Initial Design
– Greybox – 1st Phase
– Greybox – 2nd Phase
– Content Complete
– Shipped
– Macau –
I worked on the Macau map following on from a few prototype iterations from another designer on the team. I created the asymmetrical map from greybox through to the final shipped level.
Phases worked on:
– Greybox – 1st Phase
– Greybox – 2nd Phase
– Content Complete
– Shipped
– Dubai –
I worked on the Dubai map as the first prototype for a map that supported the ‘Endzone’ game type. I created the original greybox iteration before passing it to another designer on the team.
Phases worked on:
– Initial Design
– Greybox – 1st Phase
– Nevada –
I finished the Nevada map from another designer on the team. The greybox for 2 game modes had been completed and the art had been started, so I finished the layout for ‘Endzone’ incorporating the existing art and took the map through to completion.
Phases worked on:
– Greybox – 2nd Phase (Endzone)
– Content Complete
– Shipped
– Trials –
I worked closely with 1 other designer where we were responsible for creating all the challenges for the trials mode and its scripting implementation into the game engine.
Responsibilities for trials
- Creation of single-player ‘challenges’
- Time Trials x5
- Time Trial Gauntlets x5
- Target Hunts x5
- Target Waves x5
- Survival vs Bots x5
- DLC ‘ADX’ Trials x20