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TOM CLANCY'S THE DIVISION 2 DLC

WARLORDS OF NEW YORK
LIBERTY ISLAND
LEVEL DESIGNER
Ubisoft Reflections
Aug 2019 - Mar 2020
CREDITS
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James Walton (Level Design)
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Joan Centellas (Level Design)
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Antoine Tous (Tech Level Design)
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Colin Nicholls (Lead Level Design)
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Ciaran Begley (Art)
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Dami Nuga (Art)
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Liam Mcglone (Art)
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Howard Lincoln (Art)
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Christy McLauglin (Tech Art)
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Liz Beer (Tech Art)
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Roberto Libralato (Lighting)
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Tom Knights (Narrative)
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Nuka Woelk Mathiassen (Narrative)
ENGINE
Snowdrop
SUMMARY
I was the mission designer for the final mission on the DLC set on Liberty Island.
The player is tasked to track down and kill Aaron Keener. Hes stationed on Liberty Island and players must first acquire a ferry in order to travel over. Unfortunately, the Black Tusks are also in pursuit of Keener. Its a race against time and to make matters worse there are rumours Keener has something else planned on the island.
LAYOUT
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Created Main Mission Design Document detailing full intention of the mission including mood board, architectural inspiration, theming, flow, beat structure, gameplay, audio, narrative and technical limitations.
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Designed and created the ferry terminal, ferry and final boss encounters from initial blockout to final using the snowdrop engine.
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Oversaw the whole mission working with other Level Designers.
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Worked closely with all departments to mold the spaces to shipping quality.
SCRIPTING
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Combat Encounters
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Objectives and Checkpoints
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Audio
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Boss Design
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Implemented and animated destroyed ferry, razorback deployment and boss reveal.






ZOO INVADED MODE
LEVEL DESIGNER
Ubisoft Reflections
July 2019 - October 2019
CREDITS
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James Walton (Level Design)
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Will Martin (Level Design)
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Antoine Tous (Tech Level Design)
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Colin Nicholls (Lead Level Design)
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Roberto Libralato (Lighting)
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Tom Knights (Narrative)
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Nuka Woelk Mathiassen (Narrative)
ENGINE
Snowdrop
SUMMARY
I was the mission scripter for the invasion mode of zoo.
The player is tasked to take down 4 Black Tusk lieutenants each with their own unique ability designed to test the players skillset.
LAYOUT
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Pitched new gameplay elements, mission flow and overall intentions for the invaded mode.
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Implemented additional geometry to support the new invasion game mode.
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New mode required new propping, new lighting, new flow through the mission.
SCRIPTING
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Re-scripted entire mission to support new objectives, mission flow, narrative intention, boss/enemy encounters.
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Scripted each boss encounter which all had their own unique gameplay. For example, one had a device that deployed drones requiring precision shooting from the player, whereas another had an electrical device which emitted electrical pulses that electrocuted the player if they didnt time there moves correctly. Each of these devices were powered by a destroyable generator to make language clear to the player.


EXPEDITIONS
LEVEL DESIGNER
Ubisoft Reflections
March 2019 - June 2019
CREDITS
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James Walton (Level Design)
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Antoine Tous (Tech Level Design)
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Daniel Molnar (Lead Level Design)
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Roberto Libralato (Lighting)
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Ian Mayor (Narrative)
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Mark Russell (Game Design)
ENGINE
Snowdrop
SUMMARY
I was the mission designer for Kenley Student Union on the Expeditions DLC
The player is tasked to investigate an abandoned University Campus and complete a variety of different gameplay driven objectives.
LAYOUT
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Designed and created fully explorable building from conception to final.
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Layout needed to support an array of different gameplay types including defend, escort, time based bomb defuse and unique bosses.
SCRIPTING
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Scripted all gameplay types as mentioned above. This included, encounters, objectives, checkpoint system, audio, narrative and so on.




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