For Transformers I initially worked on Megafusion, a level in which Megatron attacks a naval base on Earth.  During my time working on this level, I set up fixed gameplay cameras throughout the level as well as scripting initial enemy encounters.

Later in the project, in collaboration with another Level Designer I designed a layout for the level Death of Optimus. The layout had to be robust enough to be used across two missions that would take different, intersecting paths through the same environment. This level went through multiple iterations, in order to keep pace with a rapidly evolving art schedule that was reacting to input from the film studio. In order to meet said art schedule I designed and blocked out four separate, modular rooms that consisted multiple tiers and entrances. The goal was to maximize the value obtained out of a limited amount of geometry.

Finally, I was tasked with scripting cameras and gameplay for the level ‘Megatron’s Glory’. This was a simple level designed as a short precursor to a boss fight with Optimus Prime. The objective of the level was simple; smash the Autobots and reach Optimus.

Developer/Publisher

Krome Studios/Activision

Platforms

Nintendo Wii, Playstation 2

Role

Level Designer

Duration

2008-2009

Responsibilities

  • Mission design & Scripting
  • Layout design, blockout & optimization

Screenshots