Jimmy Brown | Level Designer
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El Paso: Elsewhere
 - Level Designer -

​Development: Ongoing
Studio Project at Strange Scaffold
Engine: Unity
Status: RELEASED [Steam & Xbox Console]
My Duration: November 2022 - October 2023

​​Project Summary: 
El Paso, Elsewhere is a supernatural neo-noir third-person action shooter. Hunt werewolves, fallen angels, and other damned creatures in a vivid slow motion homage to old classics like Max Payne 1 & 2. Fight your way through a reality-shifting motel, floor by bloody floor. Save the victims of Draculae, lord of the vampires. Destroy the villain you loved--even if it means dying yourself.

​

Because this is an early access title with a broad community filled with different interpretations and expectations, we made it a priority to take the feedback given to us and iterate our designs to better align with what the average user wanted. On my end, I try to make sure that the levels are made to be as easy as possible for a GM to hop into and start messing around without feeling too overwhelmed. For example: Cliffs are measured and separated evenly so that GM's can place down bridges for walking paths. Openings are presented fairly obviously so that GM's know, "Hey, this looks like a perfect place to build my Goblin Camp!" Holes in floors invite evil GM's to place down traps and cover them to surprise the players. And the levels are balanced around the 5E grid system for fair (or unfair) combat encounters for a variety of different playstyles. 

Alongside my other responsibilities I've begun outlining and assigning tasks to other members of the team, ensuring tasks are well appropriated and triaged.

List of my Levels: ​
  • Chapter 4: Forced Entry
  • Chapter 5: Punchline
  • Chapter 7: Bathroom Break
  • Chapter 8: Seat of Power
  • Chapter 10: In Memoriam
  • Chapter 11: Twist Tie
  • Chapter 18: The Woods
  • Chapter 20: Rightside Down
  • Chapter 26: Origin Story
  • Chapter 27: Bitter Throne
  • Chapter 30: Closure [Boss Battle]
  • Chapter 36: Hideaway
  • Chapter 38: Rocket Science
  • Chapter 46: Lone Gunman
  • Chapter 49: Believing
  • Chapter 50: Love Story [FINAL Boss]
​​​
Detailed Level Design Role Descriptions / Tasks: ​

Concepting: 
  • Pre-design notes filled with:
    • Notes from other departments referring to what needs to be in the design.
    • ​Mood Board (concept drawings, visual aesthetics, etc.). 
    • What is the level trying to achieve? (Are we looking for a more creative or linear design for the GM's).
  • Paperdesign (Drawing, Adobe Photoshop, Paint 3D, AutoRealm)
  • Graybox design with gameplay implementation.
    • Due to my short task schedule on assignments, I tend to not spend too much time blocking out. Moreover use it to get an initial assessment on size / scaling / and overall feel. Then go straight into the initial proof of concept.  
  • Setup a zoo of assets and measurements (for puzzles, traps, etc.)
  • Initial proof of concept, using assets.
  • Setup Prefab of assets (blueprints with instanced meshes or merged assets) for quicker implementation. 

Development:               
  • Expand upon initial proof of concept and implement designs  
  • Clutter / Decoration Pass 
  • Optimization checks (done throughout development): 
  • Create and implement encounters: ​
  • Playtest Level (Recurring throughout development)​​​
Visit the Steam Page here: website.
--- WARNING: Video contains Strong Language.
Due to NDA requirements, I cannot show development screenshots, but these are all the levels I created from scratch (beginning to end) for the game.

Recommendations:


Ozan Önen
Senior Network Programmer at Allied Games Inc.;

"In the year and a half I've worked with Jim, he's proven to be a competent and well-developed Level Designer. When he first joined, he demonstrated his skill for learning the development pipeline and UE4 engine quickly and proficiently. Within a year he established himself from a Junior to higher Mid-level designer giving informative ideas, providing detailed and fun designs, and creating documentation the team could use that significantly helped the project.

With each level Jim presented, the designs fit perfect with the game scenarios and visually looked fantastic. When working with Jim over new gameplay functions or other programming-related issues, he gave good suggestions and would lead in a way that made the conversation fun and informative. Whether it's creating fully built and functional levels from top-to-bottom, polishing existing ones, or fixing and reporting bugs, Jim was always willing to go above and beyond for the project to get things done in a timely and proficient manner.

It was an amazing experience working with Jim and would love to do it again in the future. I'd recommend him to any studio that's looking for a well-established and large contributing Level Designer.
"
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  • Portfolio
    • Adventure Roll
    • Children of Ug-Qualtoth
    • Lordbound
    • Whispers of Ug-Qualtoth
  • Resume
  • About Me
  • Contact