Ghost Recon: Breakpoint
Design Intent
While working on Ghost Recon: Breakpoint, I was responsible for the 30+ points of interest in the New Argyll and Driftwood Isles. There were four different types of settlements (industrial, residential, military, and native), which each required a different design approach.
I wanted to ensure that different styles of settlements felt unique, while making sure that it still caters to different styles of gameplay. For example residential settlements were more open, and easier to approach compared to military settlements which relied on a few bottlenecks into the settlement.
It was important to me that the player could express themselves through their gameplay, so I focussed on having stealth approaches, sniping positions, and explosive entrances in every point of interest. Some points of interest might favour a certain play style more, but all play styles are viable.
Process
Each point of interest started with a brief, providing a high level theme for the settlement. Using that I identified what structures I would need, and how they relate to each other. I blocked out key buildings, and used an array of generic buildings to fill out the settlement, afterwards I created fitting cover.
Most settlements were taken over by a military faction, so we had to incorporate different layers of environmental storytelling to each settlement. I contrasted rigorously placed military buildings with naturally placed native structures, or blocked off important infrastructure with military barricades in industrial settlements.
Throughout this entire process I was constantly playtesting my settlements with different play styles, and kept communication channels open with artists at all times.
Sniper Elite 5 is a tactical third-person shooter where players take on the role of a sniper during World War II, using stealth, precision shooting, and strategic planning to complete missions and eliminate high-profile targets.
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Creating compelling 3D play spaces, that allowed the player to express themselves through their playstyle.
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Script objectives using in-house visual scripting tools.
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Closely collaborate with artists and game designers to create a holistic level.
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Implement gameplay mechanics, such as enemies, vehicles and interactable environment.










