Elliot Burgess

Level Designer at VOID Interactive
  • Claim this Profile
Contact Information
us****@****om
(386) 825-5501
Location
UK

Topline Score

Topline score feature will be out soon.

Bio

Generated by
Topline AI

You need to have a working account to view this content.
You need to have a working account to view this content.

Experience

    • Ireland
    • Computer Games
    • 1 - 100 Employee
    • Level Designer
      • Jul 2019 - Present

      My role on the team consists of: - Taking 2D level layouts and turning them into 3D for early architectural visualization and gameplay purposes using 3DS Max. Working closely with the directors of the company to establish a strong vision for the majority of the single player levels and nail down key features, and in general continuing to push the levels forward. - Blocking out of props and architecture and preparing them for the artist with the aim of making it easily discernible in how they are to be assembled. - Helping dress the levels when needed and making additional 3d art. - Scouting for talent to help fill additional roles on the team. - Offering feedback on the single and multi player gameplay features, writing proposal documents, and generally being proactive about the project as a whole.

    • Freelance Level Designer
      • 2018 - Present

    • Level Designer
      • Aug 2017 - Oct 2018

      I helped establish a small gaming studio working closely with the owner on setting up the office, scouting talent, having a punctual presence at the studio and generally being a person who can be relied upon. My primary role included: - Creating levels from concept to final release and continuing post-release support for Rising Storm 2: Vietnam. - Working closely with other level designers, designers, and artists to meet deadlines for our clients. - Prototyping and developing our own in-house projects. - Creating pitch documents.

    • Level Designer
      • Jun 2017 - Aug 2017

      - Developed levels for an early prototype of a concept being explored by a publisher. - Working with other team members to lay the foundation of the project. - Developed levels for an early prototype of a concept being explored by a publisher. - Working with other team members to lay the foundation of the project.

    • Level Designer
      • May 2014 - Jun 2017

      Having spent several years making custom content in my own time I was then approached by the founder of Anti-Matter Games and asked if I'd be willing to relocate to the studio and work as part of a small team tasked with building Rising Storm 2: Vietnam, as well as create post-release content for the Red Orchestra series in Unreal Engine. My responsibilities included: - Prototyping levels and giving feedback and suggestions on experimental gameplay features. - Taking levels from concept to final release. That includes blocking out early iterations, lighting, set dressing, and optimization. - Overseeing art direction for the levels I was responsible for and coordinating with the remote artists, creating for them detailed tasks and discussing with each other what was needed and how best to proceed. Since the company lacked a lead artist this responsibility fell directly on level designers and we stood up to the challenge. - Listening to players and implementing their feedback using my best judgement. - I also took it upon myself to take several research trips to locations featured in the games; gathering reference, talking with veterans of the conflicts being portrayed in-game and generally gain a better understanding of the tasks at hand.

Education

  • Self-taught

Community

You need to have a working account to view this content. Click here to join now