BBG
SYS.CORE.BB // V.26
THOUSAND OAKS, CA
BENBROOKGAMES.COM

ARCHIVE RETRIEVAL

BEN BROOK

AAA LEVEL DESIGN // SYSTEMIC COMBAT // INTERACTIVE NARRATIVE

SELECTED_WORKS // 04
Bioshock
BIOSHOCK 4
NARRATIVE // AAA FPS

BIOSHOCK 4

CONTRIBUTION

Owned multiple core narrative levels from blockout to final polish. Scripted complex AI encounters and balanced the systemic combat loops to align with the core creative pillars.

+
Behemoth
BEHEMOTH
VR COMBAT // AAA VR

BEHEMOTH

CONTRIBUTION

Designed heavy, physics-driven VR combat encounters. Prototyped massive boss arena blockouts and optimized player traversal paths for maximum immersion and comfort.

+
TWD
RETRIBUTION
STEALTH // AAA VR

TWD: RETRIBUTION

CONTRIBUTION

Implemented systemic walker horde pathing and spatial audio cues. Designed highly interactive interior spaces focusing on tense scavenging mechanics and viable stealth routes.

+
Zoelie
ZOËLIE
SYSTEMS // INDIE PLATFORMER

ZOËLIE

CONTRIBUTION

Established core platforming metrics and camera volumes. Paced out puzzle difficulty curves, authored onboarding spaces, and managed overall game flow and geometry blockouts.

+
SYS.CORE.BB // V.26
SECURE CONNECTION

MY
EXPERIENCE

01 // PROFILE GAME / LEVEL DESIGNER

I stand at the intersection of Art and Engineering. I architect living, breathing ecosystems where player agency creates emergent narrative.

My expertise lies in translating high-level creative direction into concrete, playable reality. At Cloud Chamber (BioShock 4), I spearheaded end-to-end mission architecture, driving the vision from conceptual blockout to ship-ready polish while managing complex interdisciplinary dependencies.

I am a Technical Craftsman first. My deep proficiency in visual scripting, AI behavior trees, and combat logic allows me to prototype complex systems independently, bridging the communication gap between Design and Code.

02 // TENURE
05+
YEARS IN ACTIVE
DEVELOPMENT
03 // OUTPUT
04
SHIPPED AAA
& INDIE TITLES
04 // TECHNICAL ARMORY
  • UNREAL ENGINE 5
  • BLUEPRINT SCRIPTING
  • COMBAT AI LOGIC
  • PERFORCE / JIRA
ACCESS GRANTED

VIEW FULL
ARCHIVE

SYS.LOG // V.04

WORK HISTORY

STATUS // OPEN AWAITING DEPLOYMENT

NEXT ADVENTURE

OPEN TO OPPORTUNITIES
+ INTEL_STREAM // SYSTEM_RECONFIG_ACTIVE +

LATEST
INTEL

Select a data packet to initialize visual reconstruction. System focus required.

REVIEW

Skydance's Behemoth: A Colossal Step Forward

A deep dive into how Skydance is redefining the scale of VR combat and environmental storytelling.

ACCESS_FILE
/ 2024
GAMEPLAY

The Walking Dead: Saints & Sinners Ch. 2

Visual analysis of the latest gameplay systems and combat physics in the Retribution expansion.

INITIATE_PLAYBACK
/ 2022