level design
One of the key elements to Level Design is finding the balance between the intended design of various systems, all of the game assets and the capabilities of the back-end technology. Combining all of these aspects, gives the Level Designer control of the pacing and flow of the the game-play and presents the fantastic challenge of crafting the Users experience through the core of the Game.
As a Level Designer, I have used two main types of systems to develop games. They are; gray-box staging of full environments and tile-based editors using fully textured assets that are then used to generate procedural levels. The images below show the Gray-box process of developing the "Abusement Park", which was one of the 8x released PAIN (PS3/PSN) environments that I managed as Lead Designer.
As a Level Designer, I have used two main types of systems to develop games. They are; gray-box staging of full environments and tile-based editors using fully textured assets that are then used to generate procedural levels. The images below show the Gray-box process of developing the "Abusement Park", which was one of the 8x released PAIN (PS3/PSN) environments that I managed as Lead Designer.
Below are screenshots of other levels from games that I have worked as a Level/Senior designer including: Armored Warfare, Sonic Boom, Star Citizen, Moving Hazard and Friday the 13th