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Level Design Portfolio
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Telling stories through captivating gameplay.

Warning, this is a construction zone!

Flip through the tabs above to view Open Worlds and other Level Design works I've been crafting since 2014.

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to review my professional work as a Game Design generalist.

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Tomb Raider (2013) Camera Analysis 02 Tutorial

30/1/2017

9 Comments

 
A camera beat chart and additional analysis [pending] for the Tutorial mission.
See the whole series of articles on the Camera page. "Read More" for details.

Read More
9 Comments

Bombora Break: Global Game Jam 2017

23/1/2017

 
Picture
My main contribution for Bombora Break is a main menu that supports two players.

The 2017 theme is "Waves" and my team consists of  four co-workers from CAPCOM and Michael Lee (
on SoundCloud).

The menu detects input from two gamepads without relying on any player character references, and also has dynamic and hidden elements for player feedback.

Unreal Engine 4 allows me to implement this menu without being connected to source control, and migrate these changes into the project with little risk of stomping my teammates' work. This is possible because the menu exists on its own level, and only uses one level blueprint and one widget blueprint to create a robust feature set.

Another of my personal insights from this jam is the benefit of starting and stopping sounds with Audio Components, which is a relatively simple task; as long as you don't make my initial mistake of scripting on the level Blueprint and referencing variables instead of components. Create a new blueprint object, spawn it in your level, and add one audio component on the object. Now you're on the right track.


As always, I am excited for next years' jam and playing other teams' games!


    James Dodge

    Level Designer

    View my profile on LinkedIn

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