Garrett Metcalf
Senior Level Designer on Apex Legends at Respawn Entertainment- Claim this Profile
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Bio
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Experience
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Respawn Entertainment
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United States
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Computer Games
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500 - 600 Employee
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Senior Level Designer on Apex Legends
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Jul 2020 - Present
- Creating and owning large-scale multiplayer maps iterating through gameplay blockouts in a live playtest environment - Working closely with all disciplines – code, art, design, audio, animation, FX – to creating fully playable maps - Working within pre-defined metrics of an established game world with a growing set of competitive gameplay mechanics in a live environment - Forward-thinking and pro-active in terms of finding ways to improve the players experience through map design with minimal direction - Championing a gameplay first mentality while helping realize the creative vision for taking players to new worlds - Establishing best practices for the level design team and lead by example Show less
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The Coalition Studio
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Canada
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Entertainment Providers
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100 - 200 Employee
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Senior Multiplayer Level Designer on Gears of War 5
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Oct 2016 - Jul 2020
- Designed, owned and shipped 6 engaging PVP/PVE maps from concept to the final stages of polish- Communicated and pitched concepts for multiplayer maps - Created in-engine prototypes of levels and gameplay ideas within Unreal Engine 4- Performed extensive play-testing and iteration from blockout to final shipping state- Incorporated feedback from playtests and user research- Worked with art, animation, audio, engineers to create memorable, re-playable gameplay experiences and to execute the vision for the maps- Collaborated with the game designers, to use our gameplay systems smartly and find inspiring ways to make the game/maps shine- Minor meshing to improve the overall gameplay- Implemented the overall architecture and theme throughout blockout Game Design: Arcade Game Mode- Designed and shipped all hero classes from concept to the final stages of polish- Contributed to the overall design of the brand new jump-in / jump-out Versus experience in Gears 5 featuring Heroes with unique abilities- Communicated and pitched concepts of character abilities- Performed extensive play-testing and iteration on characters- Tuned and tweaked character weapon trees and abilities Show less
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Jr. Multiplayer Level Designer on Gears of War 4
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Oct 2014 - Oct 2016
- Shipped 5 engaging multiplayer levels from concept to building and tuning.- Performed extensive play-testing and iteration from blockout to final shipping state.- Created in-engine prototypes of levels and gameplay ideas.- Worked collaboratively with art, animation, audio, engineering, and design to create memorable experiences.- Worked with parties in order to execute the vision for the levels.- Communicated and pitched the concept for multiplayer levels.- Worked with the Level Design Lead to create metrics and standards for play.- Collaborated with the game designers, to use our gameplay systems smartly and find inspiring ways to make the game/level shine.- Incorporated feedback from playtests and user research. Show less
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Electronic Arts (EA)
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United States
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Entertainment Providers
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700 & Above Employee
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Senior Quality Assurance Tester | FIFA 14
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May 2013 - Oct 2013
-Tested video games for functionality and usability -Tracked, recorded and verified discrepancies -Worked with others to help find and solve technical problems, and followed recommended quality assurance procedures -Tested video games for functionality and usability -Tracked, recorded and verified discrepancies -Worked with others to help find and solve technical problems, and followed recommended quality assurance procedures
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Vancouver Film School
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Canada
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Higher Education
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300 - 400 Employee
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Level Designer, Environment Artist on Fragment
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Oct 2012 - Apr 2013
I was responsible for the overall design of the level and boss level. I brought them from their early concept and whiteboxed stages into final. I focused on player flow, composition, mood, and fun. I built/textured modular sets of environmental assets that allowed me to rapidly iterate the level when needed.
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Student- Game Design
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May 2012 - Apr 2013
VFS took me from concept to alpha to beta to final in just one year. I worked closely with video game industry mentors in an immersive environment that mirrors that of a professional studio as a team and I designed, produced, and presented a fully playable game.
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Education
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Vancouver Film School
Diploma, Game Design -
Vancouver Film School
Diploma, Visual Art and Design