Bioshock 4
Level Design & World-Building Contributions – First Three Zones
Scripted Vignettes & World Events
Contributed to the development of the first three major zones in the game.
Designed and scripted combat encounters, side quests, and Living World events to make the world feel dynamic and alive.
Utilized tools and techniques such as:
Staging sequences
Scripted and systemic combat
Dynamic voice-over integration
Environmental staging for immersion
Level Design
Designed and developed engaging, innovative levels aligned with the game’s vision, mechanics, and systems design.
Focused on creating unique challenges and memorable gameplay experiences.
Built prototypes in Unreal Engine 5, emphasizing layout, mechanics, and visual storytelling.
Playtesting & Iteration
Conducted extensive playtests to evaluate gameplay flow, challenge balance, and player engagement.
Iterated on designs based on player and team feedback to continually refine the experience.
Balancing & Progression
Tuned enemy placement, resource distribution, and environmental hazards to ensure smooth yet challenging progression.
Designed encounters to support a broad range of player skill levels.
Narrative Integration
Supported world-building by integrating story elements and thematic content into levels.
Ensured narrative moments and gameplay reinforced each other.
Collaboration
Worked closely with designers, artists, and programmers to ensure seamless integration of levels into broader systems.
Contributed to cross-discipline problem-solving to maintain a cohesive player experience.
Documentation
Created and maintained detailed design documentation, level maps, and iteration logs.
Provided clarity and consistency across the team throughout development.
Note: This title is in active development, and I plan to update it with specific examples of my contributions as soon as possible.