Design Layout for Airport Level specifically focusing on gameplay zones, enemy placement, and paths.
Beautiful Background for Our Airport Level by Sean Gill
Design Layout for Pier Level, focusing on enemy spawn points and event zones.
From our first prototype, we knew we had a fun gameplay loop. Calibration, compensation, physics, and other tools all helped us make the second to second experience of sniping draw players in and keep them playing. What we had was a good system and the tools to make something engaging and authentic.
Finished Background for the Pier Level. Never implemented into the game.
Target range Level by Jade Kelly.
The story of Overwatch is not the one we set out to tell. It is instead the reincarnation of that story, which suffered content and time restrictions, forcing massive rewrites. The fact that this game exists as a whole is thanks to an enormous effort to keep the spirit of a story through the storm of development.
2.5D Sniping game focused on narrative and sniping simulation.
Role Creative Director
For Knight Stands – DigiPen
Date Spring 2015
Type Video Game – Zero Engine