Key task:

 

 

- Brought late to the team, I quickly took charge of bringing up the quality of multiple levels for Crysis 2. Central Park in particular became the level I helped with the most, especially its pacing in combat and building up to the final fight. It eventually became the first hotbed for defining optimization standards as the overdraw created by all the vegetation was hurting performance on consoles in ways most other levels were not.

Battery Park by
Chris Kay
Crash by
Sven Fahrenwald

-In order to prioritize and test all changes done to every level, I also designed and managed a brand new playtest method for Crytek focusing on playful but heavy feedback from the entire development team and telemetry data.

Warehouse by
Daniel Phillips

- After setting up optimization standards with Central Park, I led a group of 10 senior talents from all departments of Crysis 2 to establish and perform all optimization tasks across the entire game, establishing the final performance for Crysis 2 on the PS3 and Xbox 360 consoles. These screenshots show some of the largest vistas in the game that required the most work.

Downtown by
Hussein Dari
Spear by
Hussein Dari
- Optimization was performed over a 3 months period, as production was still heavily under way. After establishing all the necessary tasks myself during the weekend, the following week was dedicated to performing all of them with the optimization team and the appropriate level designers for each level.
City Hall by
Shashank Uchil
Hive by
Chris Kay

- With my role then switching to interfacing with RnD and all other department leads in the team, the team generally went through 2 levels each week, with peaks at up to 4 levels. All of them were delivered on time at the end of each week, running at established standard targets.


Madison Square by
Sam Howels


Flooded Streets by
Will Greenough

- Picking up from my last position at Ubisoft in Porto Alegre, Brazil, I also provided mentorship and training for junior level designers by giving them a full level to make on CryEngine and following up with weekly meetings to provide feedback and direction.


Terminal by
Mattias Otto

Times Square by
Rodrigo Santoro

Company: Crytek Frankfurt

Period: March '10 - April '11

Platforms: Xbox 360, PlayStation 3, PC


Prism by
Cristian Grozavu

Central Park by
Sam Howels

© François Roughol
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