Unannounced Title - Developed by Raven Software and Activision Blizzard

What Did I Work On For Unannounced Title?

I worked as a Junior Mission Designer for the level design department of Raven Software. My duties were focused on the ownership of two major locations on in the level as well as many smaller locations that I was supposed to iterate on and maintain. I worked on all the geo, encounters, scripting, and area working with the art and lighting department to bring up to expectations. 

  • Designed and built the geo and gameplay for multiple areas of a large map.
  • Owned the design and production of two major areas of the map.
  • Setup the cover geo, encounters, and enemies for each of the areas I owned in engine and in script.
  • Scripted examples of multiple features in a test map for testing UI-related features for the project.

What Did I Learn From The Monument?

  1. AAA WORK FLOW – Unannounced Title was my first professional work in the industry as well as my first AAA work in the industry. I learned a lot about how games are made at the AAA level, how level designers are supposed to operate and work with the other disciplines like Art, Lighting, Sound, and Tech. Since I had full ownership of multiple sections of a larger map I had to figure out where to iterate and build upon the levels on my own, while still getting feedback from my peers.
  2. GSC SCRIPTING – Learning new scripting languages and skills is always good. Most of my experience up to this point was in C# and GSC isn’t all that much different, but it was still a learning process to figure out a new language. 
  3. RADIANT ENGINE – Similar to learning a new language, learning new engines and tools are also very important. I learn tools fairly quickly, however I did spend a bit of time at the beginning of the project learning more about Radiant. I had used the older versions of the engine for making maps and mods for games like Call of Duty: World at War, but new versions of engines whether used in the same or a different way can be strange and a process. I learned this when returning to Unreal Engine from Unreal Engine 3 to 4 and 5.
  4. PROPER BUG TRACKING / JIRA – When working on the title we used JIRA and Confluence to monitor and track tasks, bugs and document various elements of the project. I had never used these tools nor had any proper experience learning to monitor and track bugs. Learning these tools not only helped me in terms of learning new tools, but also improving skills that I was lacking in going into the project.