Sniper Elite 5
- Role
- Level Designer
- Company
- Rebellion, Oxford, UK
- Period
- Jun 2021 – Oct 2022
- Platform
- PC / PS4 / PS5 / Xbox
- Genre
- Action Adventure
- Tools
- In-house engine, Perforce, Atlassian software
Sniper Elite 5 offers unparalleled sniping and tactical third-person combat.
Contribution:
- Reworked all secondary objectives and level flow for the Wolf Mountain day-one DLC.
- Designed all objectives for the Occupied Residence campaign level.
- Levels were running over performance budget, so I prototyped an AI culling approach and iterated on it with the tech team through to full implementation. That let levels carry the denser AI population the level design team wanted.
- Tuned and maintained AI patrol paths to improve enemy behaviour and readability.
- Iterated whitebox geometry as levels changed late in the project.
- Prepared and maintained existing levels to launch-ready state through to ship.
Wolf Mountain
Day-one DLC. I reworked all secondary objectives and the level flow, and updated and maintained the area up to 16:46 in the video to get it launch ready.
I whiteboxed the tunnel area and its surroundings into a funnel with three ways through, built around stealth and combat gameplay features.
Occupied Residence
I was handed this level six months before release, responsible for making it launch ready: bug fixing, AI patrols, loot distribution and objective setup. I designed all of its objectives.
Together with the game design department, I set the benchmark for objective flow used across the other levels in the game.
Secret Weapons
Close to release, I supported the level’s owner in finalizing it and getting it ready to ship.
With the tech team I optimized the level’s performance, so it could carry more AI than the standard limit without hurting performance.