STAR CITIZEN PERSISTENT UNIVERSE
At Cloud Imperium Games I was responsible for creating locations in Star Citizen's Live Persistent Universe, an Early-access Multiplayer Space Trading/Combat Simulation, using Cloud Imperium's in-house StarEngine (based on Crytek software).
As well as delivering gameplay content for quarterly releases, I was involved in constructing locations for yearly live demo events and conventions, such as CitizenCon, and the Intergalactic Aero Expo. Locations required a modular and scalable design philosophy as these locations will be distributed across multiple star systems; minimizing maintenance through rapid propagation of fixes whilst scaling content in reusable ways to match the project's ambitions. I am responsible for the Colonialism Outpost gameplay locations, and my work varies from level content creation, planning and delivering content with leads/directors, conducting teamwide playtests, liaising with international + inter-disciplinary teams developing tools for companywide use. |
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COLONIALISM & DERELICT OUTPOSTS
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My team delivered 50 unique multi-approach / purpose, multi-themed open-world Colonialism Outpost gameplay locations across multiple planet surfaces and moons in a newly released star system.
DUTIES AND RESPONSIBILITIES
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INTERGALACTIC AERO EXPO 2951
Immediately after CitizenCon 2951 went live I was requested to assist with the Intergalactic Aero Expo 2951 event as the sole Level Designer. An in-game event where players can visit a fictional, pre-existing convention hall to view and rent playable ships and vehicles.
DUTIES AND RESPONSIBILITIES
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CITIZEN CON 2951
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CitizenCon is an annual expo event where Cloud Imperium Games updates the community on live and upcoming content, tech, and features.
Featured in the CitizenCon 2951 'Life in the 'Verse' demo , my onboarding tasks involved exhibiting 3 potential approaches (Social, Combat, Stealth) in an open world Colonialism Outposts for the upcoming star system Pyro for this demo. DUTIES AND RESPONSIBILITIES
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