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.