Unnancouned AAA FPS

ABOUT THE GAME

At Flix Interactive, I worked on an unannounced sci-fi open-world horror FPS, I played a key role in shaping both the gameplay experience and the narrative framework. I worked closely with the Level and Combat Design teams to create immersive biomes that balanced exploration and tension, emphasizing atmosphere and environmental storytelling. My responsibilities included prototyping and iterating on these biomes, designing enemy archetypes with unique AI behaviours, and developing weapon systems that emphasized strategic combat and resource management in line with the game’s survival-horror themes.

In addition to gameplay design, I collaborated with the Creative Director to craft the lore of the game world, ensuring it supported the narrative and gameplay pillars. I documented the lore to provide visibility across the wider team, creating a resource that streamlined alignment between design, art, and narrative disciplines. Furthermore, I contributed to the co-writing of in-game cinematics, ensuring that the storytelling was tightly interwoven with the game’s tone and player experience.

As part of my expanded responsibilities, I mentored and managed a team of five designers, conducting regular one-on-one meetings to provide guidance, address challenges, and support their professional growth. This approach fostered open communication, strengthened collaboration, and ensured team alignment with project goals. This dual focus on gameplay design and team development allowed me to contribute meaningfully to both the game’s creative direction and the studio’s culture.

ROLES & RESPONSIBILITIES

Level Design

  • Designed and prototyped immersive biomes that emphasized exploration, environmental storytelling, and a sense of tension
  • Integrated level layouts with narrative elements to enhance the overall atmosphere and player immersion
  • Collaborated with the art team to ensure visual fidelity aligned with the design intent while maintaining gameplay clarity
  • Iterated on level flow and player pathways, ensuring pacing supported both exploration and combat scenarios
  • Playtested levels to gather feedback and refine player experiences, focusing on engagement and progression

Combat Design

  • Developed weapon systems that emphasized feedback and were aligned with the themes of the project
  • Designed and balanced enemy archetypes with distinct AI behaviours to provide varied and challenging encounters
  • Integrated combat mechanics into open-world levels, ensuring encounters complemented the game’s survival-horror themes
  • Collaborated with the Combat Design team to tune weapons, abilities, and enemy interactions for optimal gameplay balance
  • Iteratively refined combat encounters through playtesting and feedback, ensuring a polished and responsive player experience

Narrative Design

  • Partnered with the Creative Director to craft the lore and narrative foundations of the game world.
  • Documented game lore for cross-disciplinary visibility & alignment
  • Co-wrote cinematics

Team Leadership

  • Managed and mentored a team of five designers
  • Facilitated open communication within the team, fostering a collaborative and productive work environment
  • Aligned team goals with project objectives, ensuring consistent quality and timely delivery of design milestones

Collaboration & Iteration

  • Worked closely with multidisciplinary teams, including art and engineering, to deliver cohesive and polished gameplay experiences
  • Contributed to playtesting and provided actionable feedback for iterative improvement of gameplay systems and level designs
  • Ensured alignment with the game’s tone and design pillars, maintaining a consistent player experience