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Rainbow Six Siege
Date
2018
Role
Lead Level Designer, Senior Level Designer (Sperasoft)
Platform(s)
PC, Xbox Series, Xbox One, Playstation 4, Playstation 5
Engine
Proprietary
Took ownership of level design for Rainbow Six Siege's Outbreak event, managing a team and partnering with Ubisoft Montreal. Additionally, as a Senior Level Designer, I created and implemented multiple post-launch levels, applying detailed competitive FPS principles and engaging in constant iteration with the wider development team.
Rainbow Six Siege is a tactical first-person shooter renowned for its intense, strategic, and destructible environment gameplay. Players take on the roles of operators from elite counter-terrorism units, engaging in asymmetrical battles where attackers siege a fortified location and defenders work to prevent infiltration. The game emphasizes teamwork, communication, and tactical planning, with unique operator abilities and destructible walls and floors creating dynamic and unpredictable scenarios. Since its launch, it has received continuous updates with new operators, maps, and features, evolving into a highly competitive and engaging esports title.
• Lead a team of level designers & owner of map’s production the Rainbow Six Siege event Outbreak
• Worked closely with Ubisoft Montreal in a co-dev environment, maintaining constant communication with their Lead LD & Producers
• Planned level design in Visio & executed it in engine (AnvilNext) from grey boxing, constant playtesting, iteration, scripting, & ensuring its vision is maintained during level art implementation
• Worked closely with the Lead Level Designer on creating & implementing level designs from paper through completion on multiple post-launch levels for Rainbow Six Siege
• Constant iteration with local team & team in Ubisoft Montreal
• Heavy work on competitive FPS level design including down to the CM analysis of sight lines, timing, environment opportunities, balance, landmark planning, metrics & more
Level Design Specifics
Hospital
Worked on level design from concept phase to completion. The level is huge and has 2 parts that need to be loaded separately. The level is a COOP experience. The level required us to lay out player options and allow them to decide how they want to approach targets. In the beginning there were a lot of sub objectives, collectibles and supplies players were encouraged to find. Sneaking was a much larger part of the experience. Later, a lot of these unnecessary areas were cut to embrace a more action oriented gameplay. I handled spawn points, level layout, grey room, navmesh, re supply locations, planned out options for player flanking, flow theory, and worked heavily with level artists as they implemented their work.
Skyscraper and Coastline
I worked on 2 of the DLC levels for R6. The first level was when we were getting up to speed (Skyscraper) so all LD were hands on with the map. The client gave us the level in an already ‘rough idea’ state (grey room). We took it apart, modified rooms and other things but did not make radical changes to the design that was in place. Because there were 4 of us working on the same small level it was a massive collaborative effort. Most of my work can be seen in the “restaurant” area and the floor above it. Careful attention was done for sight lines, time to objectives, breach points, spacing, cover opportunities and heavy focus on the metrics we have to follow. The second level (Coastline), I was able to take principal design on the exterior of the level. My main focus was the time it took players to get to the building from their spawn and prevention of spawn kills from the defenders. A lot of time was spent making sure players had plenty of landmarks to follow and help navigate around the level. I also ensured there was a lot of cover for players on their approach. Whenever i got close to the primary structure of the level, I would work closely with the level designer handling the interior to make sure our parts met up well and we worked together to make sure it was balanced and even.