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- 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.
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Crash by
Sven Fahrenwald |
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-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.
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- 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.
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Downtown by Hussein Dari |
Spear by Hussein Dari |
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- 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. |
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City Hall by Shashank Uchil |
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- 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.
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Madison Square by Sam Howels
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Flooded Streets by
Will Greenough
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- 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.
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 Terminal
by Mattias Otto
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Times
Square by
Rodrigo Santoro
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Company:
Crytek Frankfurt
Period:
March '10 - April '11
Platforms:
Xbox 360, PlayStation 3, PC
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 Prism
by Cristian Grozavu
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Central
Park by
Sam Howels
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