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

Fallen Tashla Outpost

Kwacha Stone Outpost

Nasan Horn Outpost

Ring Wall Outpost