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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

  • Senior Level Designer

  • Research for valid references based on the direction provided by HQ

  • Planning the layout/level using 2D maps, flow charts and design documents

  • Leading the design discussion related to level production and other design-related topics

  • Paper/Visio Prototypes/Planning before making a level set

  • Pitching new ideas/solutions for the project 

  • Document unique layout and themes for other level designers

  • Use of 3ds Max for basic collision prototyping of the level

  • Use of 3ds Max to create simple collisions of the gameplay ingredients

  • Use of In-House engine and tools to implement gameplay in levels

  • Creation of the flow of the level through scripting

  • Creation of missions/quests using the in-house quest editor

  • Regular communication with HQ for updates and reports

  • Collaboration with artists to ensure Art fits the overall vision and layout

  • Regular communication with Tech Art/Programmers to ensure the tools/systems work just fine

  • Provide support, balancing and bug fixing of all levels

  • Regular playtest feedback to ensure the best quality

  • 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

  • Steep Level Designer

  • Research for references related to the overall vision and scope

  • Paper/Visio Prototypes/Planning before making a level set

  • Document unique layout and themes

  • Use of 3ds Max for basic collision prototyping of the race/level

  • Use of 3ds Max to create simple collisions of the gameplay ingredients

  • Use of In-House engine to implement gameplay in levels/races

  • Creation of the flow of the races through scripting

  • Creation of community challenges

  • Regular communication with Ubisoft Annecy for updates and reports

  • Collaboration with artists to ensure Art fits the overall vision and layout

  • Provide support, balancing and bug fixing of all levels

  • Regular playtest feedback to ensure best quality

  • 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

  • Trials Frontier Level Designer

  • Paper/Visio Prototypes/Planning before making a level set

  • Document unique layout and themes

  • Use of In-Game Editor to block out and implement level design

  • Use of In-Game editor to implement gameplay

  • Collaboration with artists to ensure Art fits the overall vision and layout

  • Provide support, balancing and bug fixing of all levels

  • Regular playtest feedback to ensure best quality

Level Designer - Rayman Adventures

January 2017 - September 2017

  • Level Design research on the project

  • Setting up the level design pipeline

  • Setting up the difficulty variations of levels

  • Mentoring the other level designer for fast and efficient level generation

  • Balancing the weekly/monthly events related to level design

  • Use of In-Game editor to implement gameplay

Level Designer - Prince of Persia Time Run

August 2013 - June 2016

  • Paper Prototyping of the levels

  • Designed and documented levels

  • Used 3ds Max to block out and implement designs

  • Used LUA for level scripting

  • Optimized controls and player moves

  • Pitched new moves and gameplay sequences

  • Studied data for accurate difficulty flow

  • Collaboration with artists to support Art with Level Design

  • Iterating on levels on a daily basis after receiving playtest feedback

  • Providing support and bug-fixing of all levels

Level Designer - Care Bears Belly Match

December 2014 - June 2015

  • Helping programmers in the development of In-Game Editor

  • Paper Prototyping of the levels

  • Designed and documented levels

  • Logic Discussion with Game Designers before actually creating the levels

  • Collaboration with Artists and programmers to ensure vision is true

  • Iterating on levels after receiving the playtest report

  • 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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