LEVELDESIGN.XYZ

Hi! I’m Will, a AAA Level Designer & Game Creator.

In 2017, I was an Open World Level Designer working on Far Cry 5. I had a strong foundation in Level Design, along with Scripting via LUA / Kismet, but I really wanted to learn Unreal Engine – as I recognized the advancements in technology Epic was making to push the gaming industry forward.

BvB allowed me to do that.

Originally conceived when thinking about how the ’80s and ’90s had some of the most original ideas for movies, the realization popped into my mind that no one has made a ‘Home Alone‘ inspired PvP multiplayer game yet.

Over the next couple years I worked on learning the basics of Unreal. At first I learned Blueprinting, and then I expanded my skillset to the other areas of the Engine.

In 2019, I left Ubisoft to focus on creating BvB full-time. Over the next few years I gained exposure to all the pieces which make up a complete project/game, including:

Character, Animation & ControlsGameplay Systems & Multiplayer EngineeringUI/UX & Accessibility Design
3Cs(Camera,Controls,Character)
Dynamic movement and interaction systems
Hit logic, reactions, ragdoll
MetaHuman implementation, configuation & optimization
Animation state machines
Player vs Player interactions, behaviour & design logic
Core gameplay mechanics & systems
Replication & server-client networking framework
Combat design, sound design
Interactive items & crafting
Health & energy systems
Physics, collision, projectiles
Timers, match-flow logic
Multiplayer synchronization
Dynamic HUD/UI systems
Interactable/equippable item widgets and gameplay interfaces
Front-end & in-game menus
Accessibility implementation (including colour blind friendly design and visual auditory indications)
Unreal Engine Architecture & Technical ImplementationWorld Building, Level Design & Environmental ArtOptimization, Debugging & Technical Problem Solving
Unreal framework architecture
GameMode/GameState/GameInstance implementation
Player Controller & Pawn logic
Blueprints, Classes, Interfaces
Replication architecture (Rep-notify, RPCs, Multicast)
Soft & hard object references, casting and functionality
Level design and world planning
Modular drag n’ drop building systems for user-created content & fast level construction
3D-modelling, level art, lighting, environmental storytelling & colour coding
Dynamic & persistent world changes
Unintended gameplay behaviour investigation & debugging
Advanced CPU & GPU profiling & optimizations
VRAM and memory optimization
Network performance & behaviour debugging
Vector math, and physics experimentation troubleshooting

Although I eventually decided to stop development on BvB, due to various reasons, such as player adoption rates for multiplayer games drastically shifting within the last few years and the challenges of creating a PvP game with a small team – it still served its purpose of driving my knowledge and skillset exponentially further.

I will be adding some gameplay footage from multiplayer BvB games in the coming weeks to this page – I’m just in the process of capturing and compiling. Stay tuned!