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Moving Hazard

Role

Creative Director

Engine

Unreal Engine 4

Platform(s)

PC

Date

2016

Developed game vision & design mechanics for the PVPVE session-based Moving Hazard in UE4, collaborating closely with publisher Psyop.

Moving Hazard was a session-based PVPVE game built in Unreal Engine 4, focused on innovative design mechanics within a player-versus-player-versus-environment setting. The game's vision and design were developed in close collaboration with publisher Psyop Games. While ultimately evolving into another title, Moving Hazard's initial concept showcased unique gameplay possibilities within the genre.

• Created game vision & design mechanics for PVPVE session-based game in Unreal Engine 4
• Worked closely with publisher Psyop Games to ensure game was meeting their requirements through project planning & constant review sessions
• Created game design from concept to completion, the game ultimately became another title called Dead Alliance

Level Design Specifics
My role for implementation on this project was only in the early days of development to strengthen the game design concepts. I worked strongly in grey box levels to make sure we had the spacing and concepts locked down. We initially worked on the game in CryEngine but then moved to Unreal Engine 4. Once our core concepts were in and prototype level was proven I assembled the LD team to work on the other maps. From there I monitored production and gave critique/direction to ensure the gameplay elements were fun and staying consistent with the needs of the game’s design. I would also work very strongly with the LD team during the conceptual phase of each map to identify landmarks, themes and other things that could strengthen variety in the levels.

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