How it started
Above, see an in-game map of Willamette for Dead Rising 4. It features North Peak and the army base. The area near the yellow diamond showcases level designs that I owned from concept to release. In army base interiors, I expanded from greyblock to deliver an "audio play" of the base being overrun with brief vignettes in gameplay.
As a Level Designer, I owned encounters, zombie placement, & gameplay elements.
DR4's world map is divided into a large sectorized grid to maximize zombie counts. So I became an expert on state persistence for objects when crossing sectors; also gaining other technical skills. My direct support led to the creation of plug & socket encounters that dynamically load geometry & enemy variants on entering a sector.
See more about my contributions here.
As a Level Designer, I owned encounters, zombie placement, & gameplay elements.
DR4's world map is divided into a large sectorized grid to maximize zombie counts. So I became an expert on state persistence for objects when crossing sectors; also gaining other technical skills. My direct support led to the creation of plug & socket encounters that dynamically load geometry & enemy variants on entering a sector.
See more about my contributions here.
How it's going in 2026
Pictured Opposite:
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Contributions to Stika, Iklo Studios, 2024
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As a Level Designer and UE5 Generalist on Stika, I :
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James Dodge makes levels for open worlds



