Sniper Elite 3
“SNIPER ELITE 3 REPRESENTS A PRETTY HUGE STEP FORWARD IN TERMS OF DESIGN” "ENORMOUS OPEN MAPS THAT YOU'RE FREE TO TRAVERSE HOWEVER YOU SEE FIT. THEY'RE BEAUTIFULLY DESIGNED AS WELL, WITH DOZENS OF POTENTIAL ROUTES THAT ONLY BECOME APPARENT WITH PROPER EXPLORATION." - EUROGAMER
My work on Sniper Elite 3 consisted of creating/tracking various systems,level environments and assets through to completion. I managed a team of designers in Oxford and worked with a Multiplayer design lead in Runcorn.
I was once told that successful managers know how to manage people rather than trying to do everything themselves. This is not the easiest thing to do, that is - step away from a creative process I am passionate about. I sort through training and feedback to deliver the best experience for Sniper and insert my ideas and feedback through the individuals around me. I enjoyed training and empowering my team to deliver results. My feedback on Sniper 3 covered everything from the core systems and balancing to visual language in the environments. Rebellion doesn't stipulate between it's Designers and Level Designers so the role of Lead Designer kept me very busy!
I was extremely fortunate to have a team of hard working designers who were happy to take on board feedback. The team was young as far as level design skills and iteration in this regard was critical to ensuring a smooth playing experience. I sort to lay down a solid base for the Jnr guys then step in with iteration and provide feedback on the direction things would go, ensuring they delivered on environments that promoted player choice and were fun to snipe in. Often this also meant simply getting involved in the level and iterating the gameplay spaces to avoid player frustration and deliver a smooth experience for the player.
I'll aim to catalogue some examples of work on the project as well as iteration examples below.
I was once told that successful managers know how to manage people rather than trying to do everything themselves. This is not the easiest thing to do, that is - step away from a creative process I am passionate about. I sort through training and feedback to deliver the best experience for Sniper and insert my ideas and feedback through the individuals around me. I enjoyed training and empowering my team to deliver results. My feedback on Sniper 3 covered everything from the core systems and balancing to visual language in the environments. Rebellion doesn't stipulate between it's Designers and Level Designers so the role of Lead Designer kept me very busy!
I was extremely fortunate to have a team of hard working designers who were happy to take on board feedback. The team was young as far as level design skills and iteration in this regard was critical to ensuring a smooth playing experience. I sort to lay down a solid base for the Jnr guys then step in with iteration and provide feedback on the direction things would go, ensuring they delivered on environments that promoted player choice and were fun to snipe in. Often this also meant simply getting involved in the level and iterating the gameplay spaces to avoid player frustration and deliver a smooth experience for the player.
I'll aim to catalogue some examples of work on the project as well as iteration examples below.
TIGA AWARD - “Best Game Design” 2014
IGN - 8.2 - "More than just a showcase for slow-motion gore, Sniper Elite III shines for its open-ended approach to stealth."
Map work/Final maps
"SNIPER ELITE 3 IS THE GAME I ALWAYS WANTED FROM THIS FRANCHISE, A HIGHLY ENJOYABLE SHOOTER THAT FINALLY BACKS UP THAT SWEET SNIPING SYSTEM WITH SOLID GAMEPLAY FOUNDATIONS." - STRATEGY INFORMER
Features
"FUN SNIPING AND GREAT MISSION DESIGN" - PC GAMER