Far Cry: Primal is still to the day been my favourite development. It was fast (under 8 months), refreshing, and made me think outside the box as the player was given less tools to play with.
As a Level Designer, I was given the mandate of creating 4 Outposts for the Toronto mandate. I also helped debug and polish end game content leading up to the release.
For all Outposts, I took them from conception to ship:
- Top down first pass diagrams
- Basic reference gathering because of the narrative time frame
- Layout blockout and iteration
- AI placement and realization of patterns and patrols
- Environmental story telling
- Worked with Art to set dress and optimize for gameplay