Multiplayer First Person Arena Shooter
Level Designer, Ubisoft San Fransisco 2021-2025
Role Summary
As a Level Designer I was responsible for pitching and designing Multiplayer Arena Maps from 2D topdown to 3D blockout. Designs would be iterated on based off playtest feedback and brought to final polish through multi team collaboration.
Liberty, Ghost Recon: Breakpoint
Skell City is a medium sized Multiplayer Arena Map set in the world of Ghost Recon: Breakpoint. Skell City features a "Z" Layout.
To honor the original IP, long range engagement distances were a core level design element. Near Bravo Team initial spawn zone there are two Military towers overlooking the street. Alpha Team's Skybridge area features a second story window that overlooks their base.
Overall the general flow of the map funnels players to the middle Roundabout making it a highly contested clash point and objective zone.
A challenge during production was balancing Ghost Recon: Breakpoint's open and airy feel with what we needed for XDefiant style gameplay. In order to do that we were methodical about where cover pieces were added.

Lead Level Designer: John Slaydon
Level Design: Katie Owens
Lead Environmental Artist: Jon McBain
Artists: Sundeep Dass, Alexander Gonzalez, and Ryan Kohr
Concept Art Lead: Kent Matheson
Concept Artists: Jullius Granada, Max Liu, and Kurt Kaufman
Lead Lighting Artist: Michael Meador
Production: Leyla Lacombe