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Fallout Cascadia                         http://www.falloutcascadia.com

During my time at Fallout Cascadia I worked as a Level Designer and soon was promoted to Lead Level Designer to help coordinate the growing team and help head early map design.

Here are some press revealed areas I created during my time at Fallout

Cascadia.

My Levels visible at 0:51-1:02(Entire town), 1:14-1:22, 1:55.

My Levels visible at 0:55(Restaurant), 1:02.

Level Showcase - Vault 41

Vault 41 is a level which I did the planning, story and level editing for. It was designed as a dungeon to allow the player to utilize their characters skills to traverse the dungeon in many ways as re-introducing the character skills system was a primary addition for Fallout Cascadia.

A Detailed flythrough of the level can be found in the below video.

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While working on Cascadia and on personal projects, I would always begin with a map or rudimentary layout to start with and build upon. As Lead Level Designer for Cascadia it was essential I make maps for my team to use that were concise, informative and clean. 

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The maps in these examples were "Grid" maps which entailed every individual  space where the open world map loaded. Each area was laid out in planning so Level Designers would work on specific locations without working out of bounds for the sake of merging the world together.

Click for more information on Each map.

Map Design

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Project Management

I joined the team at Fallout Cascadia in July 2016, shortly after joining the team went through early restructuring and I was selected as the best candidate for Lead Level Designer.

As Lead Level Designer I would be  in charge of planning locations and overall flow for the entire map. I also managed the level design team, assigning tasks and helping them with any aid they required.

Trello board used for team organization.

    My duties Included...

  • Working with individual Level Designers I would brief them on everything they needed to know about our work process and game world, as well as set them up on our File sharing services and game engine. 

  • Communicating with other departments such as Asset development and Writing to ensure our levels being created matched the overall vision of the project.

  • Host team meetings and planning sessions with various members of the Level Design team and other departments to collaborate on and ensure the best possible project with our abilities.

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