Game Designer



I worked at Radical Forge, with Flix Interactive and Rebellion, to help bring Season 3 and the Ragnarok Mission Pack of Zombie Army 4 to life!
Role:
Jr. Technical Designer
Work Involved:
Mission Design
Encounter Design
Level Design
Engine:
Custom In-house
At Radical Forge I worked on the third season of content for Zombie Army 4. This work included designing 4 new levels, designing enemy encounters and unique mission structures.
I worked in a technical design role on the project, designing my areas from concept to release. I designed over 10 key encounters across the levels. We were presented with the unique challenge of making encounters 2 open world levels, which was not done up to this point in the series. This included dynamic overworld triggers which altered based on rising tension, encouraging player exploration through rewarding finds going off the beaten track and revamping way-pointing systems.
I collaborated with the Flix and Rebellion design leads, presenting concepts for level alterations, encounter designs and narrative tweaks. Communication was key while working remotely to ensure that creative visions were aligned and standards were being met.
When these concepts were green lit, I worked with the Art, SFX and Animation departments to bring these concepts to life. This included the creation of elevated set pieces and level re-works to bring the encounters to life.
I gathered feedback from people internally and across Flix and we worked to make these encounters the best they could be through a lot of iteration and playtesting.
I worked with the Quality Assurance department to bug fix issues in my assigned encounters and make sure the game was optimised and running at a steady frame rate.








