Rainbow Six: Extraction
Design Intent
While working on Rainbow Six: Extraction, I was responsible for the for the Employee Quarters and Hacienda sub-levels, and designed the 2D layout for one more sub-level. Three sub-levels combined into a single full level, with a circular flow that could be played in any order. This required close collaboration with other level designers to create a holistic level, that would function regardless of the approach.
Rainbow Six: Extraction used the controller of Rainbow Six: Siege, so I investigated what made those levels great, and experimented to see how we can translate that to a PvE shooting experience. Navigation was always very clear in Rainbow Six: Siege, but the Rainbow Six: Extraction levels required more complexity, to make up for that I focussed on adding more navigational options between areas, in the form of breakable walls, door, and hatches. Cover was another important component, but we needed a lower density to facilitate melee enemies, so I was more meticulous with cover placement, every bit of cover was important.
Replayability & Best Practises
Replayability was a large focus for Rainbow Six: Extraction, there were a large number of different objectives placed around the level, which would combine into near hundreds of possible permutations. This meant that levels had to be flexible to facilitate good gameplay in all of these permutations.
I analysed the various objectives in the game and created best practises for placing them, to make sure their unique gameplay wasn't lost in the modular nature of the game. For example objectives were you needed to defend a scanner were placed areas with at least four entrances, so player would have to work together to complete the objective (max players was 3). For the hunt objective the players would have to kill a large enemy that could smash through walls, so I placed it in more open areas where he could run up, and burst through walls.
I did this for each of the 13 objectives, and shared my findings with other level designers.
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.







