Jos Heuvelink | Level Designer
Sniper Elite 5
Role: Level Design
Software used: In-house engine P4v, Atlassian software.
Company: Rebellion
Platform: Pc / Ps4 / Ps5 / Xbox
Time: 10 - 11 Months
Genre: Action Adventure
Game Description: Sniper Elite 5 offers unparalleled sniping, and tactical third-person combat.
Contribution:
- Refined objective flow across campaign levels to improve moment-to-moment gameplay.
- Levels were running over performance budget, so I prototyped an AI culling approach. The tech team adopted it and implemented it in full, which let levels carry the denser AI population the level design team wanted.
- Tuned and maintained AI patrol paths to improve enemy behaviour and readability.
- Iterated whitebox geometry as levels changed late in the project.
- Prepared and maintained existing levels to launch-ready state through to ship.
Wolf Mountain.
Responsibility:
Update and maintain with the purpose of getting the level launch ready the area up till 16:46 in the video.
Whitebox the tunnel area with surroundings to create a funnel that offered 3 ways through utilizing gameplay features through stealth and combat.
Occupied Residence.
Responsibility:
I was handed off this level 6 months before release and given the responsibility to make it Launch ready and ensure bugs were dealt with, Ai patrols, Loot distribution and objective setup were a large part of this.
I also worked with the game design department to set a benchmark for objective flow for the other levels in this level.
Secret Weapons.
Responsibility:
As the release date approached, I was tasked with supporting the level designer who oner the level in finalizing the level and ensuring its readiness for release.
Collaborated closely with the tech team to optimize the level's performance, enabling the inclusion of AI entities that exceeded the standard limit without compromising the overall performance of the level.