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LEVEL DESIGNER

As a Level Designer on Mad Max I worked closely with the Open-World Team to design, build and finalize enemy outposts, settlements and encounters. 

 

This meant to realize each location by sculpting terrain - blocking out layout - scripting enemy encounters - polishing and level art. From start to finish, it was my responsibility to finalize every aspect of the locations. The biggest challenge lied in creating completely unique locations in both layout, environment and narrative but ended up being its greatest success.

Because of my high quality output, fast workflow and unfaltering commitment to create the best possible world, I ended up creating more than a third of all enemy outposts in the game, including more than half of the Boss-outposts.

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