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D E S I G N

My primary duty during this development cycle was driving the level development.  Half the maps in Vicious Circle (launch & DLC) are created by myself - including; Flavor Factory, Tutorial, and more to come....

Vicious Circle underwent great evolution during the development process - eventually settling on what you see today.  Many of the current systems were concepted and scripted by myself including gadgets, in game events, character abilities, and gametype elements.

 

 

 

 

 

 

 

 

 

 

 

L E V E L  D E S I G N

G A M E  D E S I G N

D E S I G N

A R T

A majority of the level lighting you're seeing in Vicious Circle was done by me over 4 months. I established fixed and focused color pallets, light sources, then did lighting placement, post process, finished with tone mapping; and then concluding this all with optimization passes.

The entire Tutorial and Flavor Factory map fell under my domain where they were concepted, decorated (kitbash and preproxy), lit, and finally finished through a decal pass.

Many of the pre-game level cinematics were laid out by myself using the Unreal Sequencer to show off the level in a cinematic fashion while also introducing players to the space.

I also took up responsibility in 3d modeling and art direction, and did the low poly pass of the starting room (The Ocelot) that precedes every match and graces the main menu.

L I G H T I N G  A R T

L E V E L  A R T

E N V I R O N M E N T  A R T

A R T

E N G I N E E R I N G

IN GAME EVENTS

A key part of the way Vicious Circle plays comes from its sandbox elements.  Many of these, namely the in-game event system, was my creation and design - in which I laid out the groundwork, and tuned for launch.

CONSOLE AIMING

I used Halo: Combat Evolved as the precedent for perfected console aiming and worked with our Lead Engineer to set up the proper systems needed to create, and tune, aim settings that felt natural on a controller. 

S Y S T E M S   E N G I N E E R

E N G I N E E R I N G

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