
As a developer on DMM from conception, I utilized map design layout sketches, map blockouts, set dressing, kit-bashing, level sequencer, camera blending, and level streaming for level/cinematic design and optimization.

Challenge - Create a map that is to scale, and results in a visually interesting and navigable city.

Through blockouts, I am able to fine tune the layout of buildings and player pathing to create areas of interest the player will want/need to traverse to using:

Set Dressing -

Genre: 3rd person Hack N' Slash
Role: Lead Designer
Engine: UE 5.6
Set establishing tone of gameplay through fast paced and energetic cinematics.
Genre: 3rd person Hack N' Slash
Role: Lead Designer
Engine: UE 5.6

As the Lead Programmer on DMM, my goal was to create an enemy combat system through the use of AI Behavior Trees, Sub-Trees, Perception, and the Environment Query System(EQS).
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