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Jack Mulford

AAA Level Designer

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Responsibilities:

  • Designed the main concepts for all gameplay areas and all gameplay mechanics.

  • Worked within an adaptive multi-disciplinary team consisting of artists, programmers and designers.

  • Implemented and designed levels with verticality in a turn-based setting, designing scenarios for which the player can engage in a dynamic environment across 3 height levels.

  • Owned the level design process for all levels and menus to create a fully playable space.

  • Pitched and prototyped core game and level ideas via rapid prototyping using Unity.

  • Balanced general gameplay, ranging from combat balancing to cover placement and layout of enemies.

  • Animated level features and objects to help bring the levels to life.

Level Design Process:​​

My design process is the same for any project. I always start by looking at games from the same genre. This being turn-based, I looked at the original XCOM, Fallout, and I Am Not A Monster. These were all useful sources of inspiration. Once I had looked at a few references, I then designed a few paper drafts, drawing a few ideas for what a level could look like. This is always done before any in-engine designs, as it's a handy reference to use. I then progress to digital drafts, where I use more detail in terms of what I can add with scripting within the level.

  • Designed several paper-based drafts, then finalised them digitally.

  • Researched numerous other games of the same genre for inspiration and a basis for levels.

  • Grey-boxed rough ideas before the main level creation.

Player Tension

Design Goals:​

 

​Dynamic Tactical Gameplay:

  • Goal: Provide players with dynamic and strategic gameplay experiences by offering multiple angles of approach and diverse enemy encounters, encouraging players to adapt their tactics and explore different strategies.

  • Objective: Design expansive levels with interconnected pathways, verticality, and environmental elements that allow players to approach combat encounters creatively. Implement a variety of enemy types with distinct behaviours, strengths, and weaknesses, forcing players to analyse each situation and choose the most effective approach. Encourage experimentation by integrating interactive elements in the environment, such as traps, destructible objects, and hidden pathways, enabling players to gain tactical advantages over enemies.

Engaging Enemy Encounters:

  • Goal: Enhance player immersion and challenge by implementing a diverse range of intelligent enemy AI behaviours, ensuring encounters remain fresh and engaging throughout the game.

  • Objective: Utilising adaptive AI pathfinding that responds to player actions, forcing players to constantly adjust their tactics. Introduce specialised enemy units with unique abilities and weaknesses, requiring players to devise specific strategies to overcome them. Incorporated dynamic enemy spawn points and patrol routes within the levels, creating unpredictable encounters and discouraging repetitive gameplay patterns.

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What I learnt:

  • How to lead and manage a small multi-disciplinary indie team.

  • Learning to present and pitch the game in a public space alongside industry professionals.

  • Created an original IP within a genre that I have never worked in before.

  • Conducting QA as soon as possible is vital to any game's development to find bugs and balancing issues.

  • Leveraged personal research and development into player demographics to manage and balance existing content via QA testing. 

  • Spearheaded a Kickstarter campaign, successfully raising over £500 for project development.

  • Implemented verticality in a turn-based setting, designing scenarios in which the player can engage in a dynamic environment.

  • How to make effective use of industry events and connections to promote a game.

  • How to work with and alongside voice actors, as well as the process it takes to get them organised.

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Cosmic Cowboy

Wield full control in this sci-fi tactical turn-based game, featuring skill progression. Create the ultimate build, specialise in different ability classes, and overpower your enemies. Take control of the charismatic mercenary, Cowboy, in the far future as he brings down an insidious corporation.

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