
My Process
Paper
When I start something new I like to begin my design on paper, where I gather ideas and shape the identity of the map early on.
Topdown drawings to nail down main flow.
One-pager documents to detail gameplay ideas.
Outlining the critical path to establish pacing.
Prototype
Once I have a solid design on paper, with input from stakeholders and my peers, I realise the vision for the map in 3D, working in editor towards a first playable.
Firstly, blocking in the appropriate scale and timing.
Representation of critical gameplay features.
Build in establishing shots and composition of POIs.
Playtest
The next step is to, most importantly, playtest. Gathering a diverse group of players of all experience levels and play styles to dial in what clicks in order to find the fun.
Accumulating open feedback and encouraging it.
Iterate, promote what works - change what doesn’t.
Polish the experience, valuing input at all stages.
My Philosophy
My approach to making games is one through total immersion. Identifying the target experience for players and putting myself in their shoes through careful research. I strive to become a subject matter expert in my craft and speak to that through the levels I create. I find that through understanding what is compelling in other games and media, you can begin to weave together the potential to make something truly unique. The quest for fun is not a straight path, I approach each wind in the road with an open mind; embracing the measured and the eccentric to bring all parts to a whole.
Singleplayer Map Methodology
Tone, all about the target experience, everything builds to this - theme, setting and gameplay.
Pacing, through careful orchestration and placement of moment-to-moment gameplay. Exploration, traversal and encounters.
Set piece moments, memorable experiences built to stand out. Give the players that water cooler moment.
Leverage Cross discipline strengths, coordinate and reach the high bar together. Everyone's piece to the puzzle is as important as the next.
Multiplayer Map Methodology
Intricate Engagement options, Long, medium and close range playstyles all have a place.
Intuitive Flow, I want players to be able to accurately sketch a topdown of my maps after the first time they play.
Readability, As soon as you enter a room, you know the way out. Tactical options to respond and react.
Map knowledge is rewarded, skill jumps, cross-lane interaction and high-risk Hollywood routes keep things interesting even the 100th time.