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OVERVIEW

Season 15 – Premium BR Map

Responsibilities

  • Owned the design and development of multiple POIs from initial blockout through final polish.

  • Designed and refined macro- and micro-level navigation, including player flow, rotation routes, and traversal opportunities.

  • Balanced loot distribution, weapon spawns, and interactive gameplay elements to support varied player strategies and pacing.

  • Designed and tuned gameplay events and supporting systems to enhance the overall player experience.

  • Led polish passes across cover placement, traversal, combat spaces, and set dressing, reinforcing gameplay readability and environmental storytelling.

  • Collaborated closely with art, design, engineering, and other disciplines throughout development to take the map from concept to a shippable final product.

OVERVIEW

Season 15 – Premium BR Map

Responsibilities

  • Owned the design and development of multiple POIs from initial blockout through final polish.

  • Designed and refined macro- and micro-level navigation, including player flow, rotation routes, and traversal opportunities.

  • Balanced loot distribution, weapon spawns, and interactive gameplay elements to support varied player strategies and pacing.

  • Designed and tuned gameplay events and supporting systems to enhance the overall player experience.

  • Led polish passes across cover placement, traversal, combat spaces, and set dressing, reinforcing gameplay readability and environmental storytelling.

  • Collaborated closely with art, design, engineering, and other disciplines throughout development to take the map from concept to a shippable final product.

DEVELOPMENT

This is a puzzle tech I implemented for gameplay within the levels. The high level design of these is that the player must turn these devices on and kill the possessed dolls within a radius to fill their captured souls in the containers. Once it reached a certail level, the container would be complete. The player would need to fill x amount of containers with souls determined by the needs of the section. I designed these to be scalable, so I could change the amount needed easily. 

DEVELOPMENT

This is a wave manager. I designed this so I could add as many waves as I wanted, and the system would handle the rest. Drag and drop a wave manager into the world, set the structs with the data needed/wanted, and good to go. I allowed for the number of waves per index, max enemies spawned in at a given time during the wave, number of total enemies per wave, enemy type, spawn locations, difficulty modifier, and more. 

OVERVIEW

Sweet Nibbles was a solo project that I started developing after being laid off, using Unreal Engine 5.

Responsibilities

  • Game Design

  • Level Design

  • Scripting, programming, art direction, lighting, set dressing, systems

  • Spawn logic for enemy AI

  • Encounter Design

  • Puzzle Design

BREIF

This being a solo project its hard to list everything I did during the development of this game. I did hire contractors for character art, animation, and design. I took on a lot of new responsibilities with this project, including the business side of things, working with character designers, programming systems for faster content creation, AI, texture creation, UI, Sound Design, and so much more. This project has been canned due to funding.

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©2017 by Aaron Stump

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