Fran Ruiz - Level Design

Role

Lead Level Designer

Date

  • Jun 2021 – Present

Genre

  • RTS, Puzzle, Sandbox

Platform

Consoles, PC

Game description

A physics-based RTS game with a unique control system. Lead legendary warriors from distant ages in their quest for glory! Command your troops by just drawing your formations on the battlefield. Surround, ambush, deceive.. faster than ever! Your imagination is the limit.

Responsabilities

Mentoring four level designers

Establishing best practices and broad goals about the nature of level design in the game overall

• Planning and executing the flow of the single player campaign

• Establishing the vision, goals and moment-to-moment flow for every level

Proposing and executing layouts that fulfill and compliment the needs of the level

Blocking out the game spaces

• Testing, collect feedback, iterate and determine which concepts are best-suited for the game

Scripting AI, terrain, cameras and other game elements given by the developers

• Design and implement enemy encounters

Partnering with developers, artists and others to achieve a cohesive product

Contributions

As a Lead Level Designer on ‘Toy Tactics’ I had to bounce between “Level Designer” to “Game Designer” on a regular basis. Owning every level, planning and executing the flow, establishing the vision and goals for each level, making the layout, the blockout, testing, and evaluating them. This broad set of responsibilities led me to know which mechanics and new elements could fit, enhance, and complement the game, so I collaborated with the leads of the project to design gameplay elements, system mechanics, AI, Camera, and UX in general.


Also, I had the pleasure to mentor and supervise four level designers who owned additional campaigns.


Further information with examples of my work will be available once the project has been published.