â–º Work with Mission Designers to fit with mission needs/objectives for some main missions
â–º NPC management: patrols, archetypes, activities, animations, road helpers, etc.
OBJECTIVE: Create, debug & polish outposts/settlements in several location
of the open world.
â–º Design & rework of advanced/final Layouts for many open-world locations (outposts, camps, villages, etc.)
Tom Clancy's: Ghost Recon Wildlands
â–º STUDIO: Ubisoft Paris
â–º GENRE: Massive Open-World tactical TPS
(Seamless 4 players coop)
â–º SUPPORT: PS4/XOne/PC
â–º ROLE: Level Designer (World Builder)
â–º ENGINE: [Confidential]
â–º TEAM: [Confidential]
â–º RELEASE: 03/07/2017























ROLE: World Builder
World Builders are Level Designers dedicated to level gameplay quality & to gameplay guidelines application in the open-world.
World Builders are also focusing on world logic & aesthetic : they are constantly working hand in hand with Level Artists to enhance gameplay & visual quality together. Our goal is to allow players to explore a game world that is rich & fun, visually attractive & pleasant to cover at every moment.
ACHIEVEMENTS
â–º I quickly managed to integrate the systemic approach of Level Design & the world logic inheritent in Ghost Recon: Wildlands
â–º "Province owner" of P.N. De Agua Verde: in collaboration with accredited Mission Designer & Level Artist, I was responsible of an entire Province, meaning area functionnality/quality supervision & control. We managed to overcome technical & design issues on a daily basis considering Leads/QC/players feedbakcs.
â–º "Natural landing zones" Designer : I was in charge of making possible for players to use & land choppers (sometimes boats) in the entire map. It means I succeeded in using art tools on a daily basis to create eye-catching, natural-looking areas to land in the wild. This mission enhanced the overall navigation flow for players using choppers in Provinces with high-density vegetation or unfriendly landscapes.
â–º I often succeeded at tackling big workloads in short timeframes, allowing me to support swamped World Building teammates
â–º I was considered as a good interlocutor with both Paris & Bucarest's teams, communicating effectively in french/english on a daily basis
GHOST RECON WILDLANDS WORLD LOCATIONS I WORKED ON




PROJECT
RESPONSABILITIES
MISSIONS: "Carzita's Assistant", "El Yayo", "Killasisa Coca farm", "Freedom of Speech"
In collaboration with accredited Mission Designer & Level Artist, I was responsible of an entire Province, meaning area functionnality/quality supervision & control. We managed to overcome technical & design issues on a daily basis considering Leads/QC/players feedbakcs.
â–º "Province owner" of P.N. De Agua Verde
â–º Work on "natural landing zones" : allowing & pulling players to land by chopper/boat in interest points
â–º Interior NPC branching, set dressing & propsing
MEDIAS