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Level Designer

Worked in the World Design team to develop systems for Anthem that dynamically populate combat spaces with elements that reinforce the context of the situation. Collaborated with Environment Art, Quest Design, and many more to conceptulize, prototype, implement, tune, and balance the systems.

 

Responsibilities included:

  • Taking a system design through Bioware's design pipeline from a conceptual stage to a feature shipped in the final game.

  • Creating and maintaining clear, informative, and accessible documentation that was both used to communicate concepts and to track and organize the progress of features.

  • Presenting progress updates and features to a wide variety of stakeholders, from colleagues on the same team, to Bioware's Studio Head.

World Decoration System

My primary task on Anthem was to work on and develop the Decoration System. The Decoration System's main purpose is to be able to dynamically populate the environment with assets that serves the purpose of aesthetically supporting the type of gameplay that's going on, as well as providing spots for collectables and resources to be collected from.

Below are examples of the assets that are placed by the system:

World Decoration Example 01
World Decoration Example 02
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