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Ownership and delivered:

  • Creation of 2 large, 2 medium, 2 small, and 1 extra-small locations.

  • 8 combat-focused and 7 interactive Random Encounters, including a unique vendor. 

  • My original brief was to create a singular medium location, support regional development with Navmesh, and include floral and ore placements.

  • Navmeshed 1/3rd of the new region, with a 16-minute walk from one border edge to the other.

Team dynamic:

  • Siloed Co-Development shifted to integrated due to my own initiative to request weekly feedback on Locations and Random Encounters.

Burning Springs - Regional Size

  • The furthest point-to-point for Burning Springs is 16 minutes in-game walking. Compared to Skyline Valleys, 10 minutes.

The Chop Shop - Major Location - Head Hunting, 1 of 5 locations

Developed a location for Burning Springs' new Bounty Hunting feature, which also includes a quest entrance.

Result: Created a suitable combat space with players averaging at the location 20 - 40 minutes or 6-8 minutes for group Bounty Hunting.

The Basement - Quest Location 

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Developed a location for housing a Quest NPC, Magpie.

Result: Created a suitable combat space with players averaging at the location 20 - 40 minutes or 6-8 minutes for group Bounty Hunting.

Points of Interest

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Developed a collection of Points of interest scattered across the region.

Result: To enhance the region by creating engaging combat encounters and developing world-building elements.

Random Encounters

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Created unique Random Encounters exclusive to Burning Springs.

Result: Create engaging encounters in Burning Springs to make the region feel alive and reward players for exploration.

Regional Development

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Developed a collection of Points of interest scattered across the region.

Result: To enhance the region by creating engaging combat encounters and developing world-building elements.

  • Manually placing Navmesh nodes across 1/3rd of the region.

  • Regional set dressing, creating areas appropriate for player camps. ​

  • Placement of ore and flora, some requiring enemies. 

  • Placement of Random encounter spawners, requiring minor scripting.  

Bounty Hunting - Only in Burning Springs

Head Hunt is a public event in Fallout 76, introduced in the Burning Springs update. Unlike the side quest Grunt Hunts, Head Hunts are more dangerous bounties with named targets, encouraging public participation in defeating the enemies.

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Project Green Eye
Final Major Project - Teesside Undergrad

Genre​: Singleplayer, CRPG, Turn base strategy Game. 

Type: Blockout

Engine: Unreal Engine 5.4.4

Tools: UE Blueprints, Miro, Canva

Role: Level Designer, Creative Director

​Team: Myself and Luke Bell (System Designer)

Goal

To develop a turn-based strategy game inspired by the XCOM series and Warhammer Rogue Trader, using Unreal Engine. Being a single-player game where you control 1–3 unique characters within a squad. Set in a Revival SCI-FI universe, you play as militarized explorers reclaiming lost space stations for the once collapsed empire. The mission is to extract vital data from these ruins, uncovering research and lost technology. With lore enhancing your understanding of the universe, with a strong focus on engaging combat encounters.

Fodienda Station - Iterations Overview

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