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Senior Level Designer
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During my time at Deep Silver Dambuster Studios (ex Crytek UK), I predominantly worked on Homefront: The Revolution up to its release. I also worked on two of the DLCs (leading one of them) and other prototype projects.

During this time all me work was in CryEngine and Unreal Engine 4.

PROJECTS

RESPONSIBILITIES

Released

  • Homefront: The Revolution (Senior Designer)
     

  • Homefront: The Revolution DLC-1 - The Voice of Freedom (Senior Designer)
     

  • Homefront: The Revolution DLC-3 - Beyond the Walls (Senior Designer / DLC Lead)

Unreleased

  • Dead Island 2 (Early concept exploration and prototyping)

  • Ownership of assigned open world zones.
     

  • The design and scripting of story missions and strike points in the open world.
     

  • Blocking out world layout, mission spaces, strongholds and strike points.
     

  • AI behaviours (scripted, activity and patrol setup).
     

  • Designing FPS mechanics and open world systems.
     

  • Supporting junior members of the team.
     

  • Designed and setup the Gamescom 2015 open world demo for Homefront: The Revolution.

PLEASE NOTE: Due to NDAs, the content I can show from 'in-development' on these projects online is limited. However, I am always happy to discuss my pipelines and processes).

MISSION EXAMPLE

The video below shows a couple of the missions I designed and developed within the 'Red Zone' I was responsible for. This was also used for the Gamescom 2015 demo.

STRONGHOLD EXAMPLE

Within the open world, there were dozens of side missions which we called strike points. Some of the toughest of these were strongholds which the player had to break into and capture. Below shows one of the early strongholds in the game that I created. This stronghold was built over an abandoned petrol station.

OPEN WORLD EXAMPLE

Homefront: The Revolution largely relies on player exploration around multiple zones, with emergent patrols and gameplay populating them. The video below shows an example of navigation around one of the zones I developed, and how the emergent systems I implemented were used to populate it.

THE BUTTERFLY KILLER

As a huge fan of horror and hidden mysteries in games, I wanted to hide a serial killer within the game that players could go and hunt down as part of a secret mission. Unfortunately due to time constraints, some of the story I wanted to include didn't make it into the final game. However, if you look hard enough around the world, you can still discover the bodies with attached journals to learn about this mysterious killer, and ultimately his downfall.

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