Jimmy Brown | Level Designer
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    • Skyrim Mod: Lordbound
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Children of Ug-Qualtoth
 - Level Designer -

​My Development Period: 4 months
Group Project
Engine: Fallout 4 Creation Kit 
Status: RELEASED in 2020 [Xbox One and PC]​ 
Download and play the Mod on [Click link below to view page]:
       PC: Nexus Mods 
       Xbox One: Bethesda.net

​​Project Summary: 
Children of Ug-Qualtoth is a suspenseful lovecraftian quest mod with a sprawling dungeon, unique enemies, new rewards, and custom composed music and sounds. Follow the trail of the Dunwich company and discover a disturbing past long forgotten.
​
Mod contains:​​
  • A dungeon with a playtime of around 1 [1/2] - 2+ hours
  • New ghoul AI behaviors that function like the Weeping Angels from Doctor Who, and SCP - 173.
  • New Grenades and a custom retextured sword. 
  • Custom Music, sound effects, and stingers. 
  • Custom modular kit creating a brand new environment never seen in Fallout 4.  
  • A Quest-Marker free experience where the player unravels the story through their own exploration.

My Responsibilities: 
Level Designer: 
As Level Designer I designed the main dungeon and all sequences, from greybox to final design. Tasks for this role included the following: 
  • Creating and balancing all Enemy encounters and ambushes using new custom enemies. 
  • Implementing all scripted sequences. 
  • Implementing all clutter: Setpieces, environmental, rubble, storytelling, etc. 
  • Optimizing for both PC and Xbox One ports.
  • Fixing bugs and optimizing for Post-Launch updates. 
Picture
Children of Ug-Qualtoth was chosen by Bethesda Softworks as a featured mod for the month of May 2020.
In-game screenshots of the dungeon. For the portfolio, I've significantly increased the lighting so the design is easier to see. Actual lighting is much darker.


Detailed Role Description / Tasks: 
Level Designer
  • Concepts​: 
              1. Paperdesign (Drawing, Adobe Photoshop, Paint 3D, AutoRealm)
              2. Graybox design in Creation Kit
              3. Initial proof of concept
  • Development: 
              1. Expand upon initial proof of concept to first playable
              2. Clutter / Decoration Pass 
              3. Create and implement encounters: 

                      - Combat 
                      - Puzzles  
                      - Scripted Custom Events
                      - Creating custom NPC's 
                      - Set Pieces 
              4. Playtest Level (Recurring throughout development) 
              5. Optimization Pass (Navmesh, Lighting [#oflights], Boundaries, etc.)
              6. Early polish
              7.
Host final review session with all stakeholders​
              8. Final Polish [Has now officially started]
              9. Post-Launch patchworking 

Reviews of the Mod: 
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  • Portfolio
    • Skyrim Mod: Lordbound
    • Children of Ug-Qualtoth
    • Whispers of Ug-Qualtoth
    • Enlightened
  • Resume
  • About Me
  • Contact