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PRASHANT TRIVEDI
Senior Level Designer
Technical Skills
Level Design
World Design/Building, Blocking, Detailing, Environment Design, Terrain Editing, Level Lighting, Scripting, Gameplay Sequences, Quick Time Events, Story Telling, AI Encounters, Flow, Pacing, Atmosphere Design, Balancing, Leadership and Planning.
Editors
Steep In-house engine, Trials In-house Editor, Rayman In-house Editor, Care Bears In-Game Editor, Unity, Unreal Engine 3 (Kismet), Unreal Engine 4, Cry-Engine, Warcraft 3 Editor
Applications
3ds Max, Photoshop, Microsoft Office Suit, Microsoft Visio, Visual Studio, Notepad++, Perforce, Atlassian JIRA
Scripting
Kismet, Unreal Scripting, Blueprint, LUA, Anvil Scripting
Experience
Ubisoft Entertainment
Senior Level Designer - Riders Republic
July 2019 - Present
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Senior Level Designer
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Research for valid references based on the direction provided by HQ
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Planning the layout/level using 2D maps, flow charts and design documents
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Leading the design discussion related to level production and other design-related topics
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Paper/Visio Prototypes/Planning before making a level set
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Pitching new ideas/solutions for the project
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Document unique layout and themes for other level designers
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Use of 3ds Max for basic collision prototyping of the level
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Use of 3ds Max to create simple collisions of the gameplay ingredients
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Use of In-House engine and tools to implement gameplay in levels
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Creation of the flow of the level through scripting
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Creation of missions/quests using the in-house quest editor
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Regular communication with HQ for updates and reports
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Collaboration with artists to ensure Art fits the overall vision and layout
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Regular communication with Tech Art/Programmers to ensure the tools/systems work just fine
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Provide support, balancing and bug fixing of all levels
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Regular playtest feedback to ensure the best quality
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Mentoring other level designers in order to maintain the consistency of the work delivered on a daily basis
Level Designer - Steep
October 2017 - June 2019
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Steep Level Designer
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Research for references related to the overall vision and scope
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Paper/Visio Prototypes/Planning before making a level set
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Document unique layout and themes
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Use of 3ds Max for basic collision prototyping of the race/level
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Use of 3ds Max to create simple collisions of the gameplay ingredients
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Use of In-House engine to implement gameplay in levels/races
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Creation of the flow of the races through scripting
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Creation of community challenges
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Regular communication with Ubisoft Annecy for updates and reports
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Collaboration with artists to ensure Art fits the overall vision and layout
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Provide support, balancing and bug fixing of all levels
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Regular playtest feedback to ensure best quality
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Mentoring less experienced level designers in order to maintain the consistency of the work delivered on a daily basis.
Level Designer - Trials Frontier
August 2016 - September 2017
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Trials Frontier Level Designer
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Paper/Visio Prototypes/Planning before making a level set
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Document unique layout and themes
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Use of In-Game Editor to block out and implement level design
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Use of In-Game editor to implement gameplay
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Collaboration with artists to ensure Art fits the overall vision and layout
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Provide support, balancing and bug fixing of all levels
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Regular playtest feedback to ensure best quality
Level Designer - Rayman Adventures
January 2017 - September 2017
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Level Design research on the project
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Setting up the level design pipeline
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Setting up the difficulty variations of levels
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Mentoring the other level designer for fast and efficient level generation
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Balancing the weekly/monthly events related to level design
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Use of In-Game editor to implement gameplay
Level Designer - Prince of Persia Time Run
August 2013 - June 2016
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Paper Prototyping of the levels
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Designed and documented levels
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Used 3ds Max to block out and implement designs
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Used LUA for level scripting
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Optimized controls and player moves
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Pitched new moves and gameplay sequences
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Studied data for accurate difficulty flow
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Collaboration with artists to support Art with Level Design
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Iterating on levels on a daily basis after receiving playtest feedback
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Providing support and bug-fixing of all levels
Level Designer - Care Bears Belly Match
December 2014 - June 2015
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Helping programmers in the development of In-Game Editor
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Paper Prototyping of the levels
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Designed and documented levels
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Logic Discussion with Game Designers before actually creating the levels
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Collaboration with Artists and programmers to ensure vision is true
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Iterating on levels after receiving the playtest report
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Providing support and bug-fixes on all the levels
Referee - Vincent Monnier (Gameplay Director, Eidos-Montreal), vincent.monnier@eidosmontreal.com
Education
Engineering degree in Computer Science
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Graduated in July 2010
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SIET Allahabad, UP, India
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