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PROFESSIONAL WORK

Anchor 1

cepheus protocol

game designer / level designer

Early Access - 2020

PLATFORMS: PC

A lethal virus has infected Treasure Island, San Francisco and it is up to Captain Winter, a U.S. Army soldier working with the Center for Epidemic Research and Control (CERC) to stop the mysterious and deadly Pangu Virus from spreading to the mainland. The Cepheus Protocol is an independently developed top-down RTS inspired by XCOM, Company of Heroes, and Parasite Eve.

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Responsibilities

  • Work closely with producers and other leads to write game design documents and ensure direction of overall project.

  • Plan and create an open world RTS level with other level designers, designating areas and producing high detail points of interest.

  • Design and implement encounters, pacing and combat progression.

  • Use visual scripting to create missions based on the writer's script and produce other open world systems such as a day/night cycle.

  • Produce lighting within an open world RTS environment ensuring high levels of performance along with lighting for scripted events and cutscenes

  • Create camera and cinematic work for menu background shots and other in-game cinematics.

SHATTERPOINT: EOS RISING

Level Designer / Cutscene Artist

2018

PLATFORMS: PC

Dark Storm is a story-driven stealth/action game featuring both true first and third-person perspectives. The game stars Amber Kingsley, a strong-willed former soldier that is down on her luck; now working with Ancile as a low end security officer at the Irving Alaskan Apex Facility.

Responsibilities

  • Design and create combat environments from paper to finished product whilst using version control software.

  • Produce lighting and post-processing to complete the desired feel and ensure player direction is visual.

  • Use proprietary visual scripting to create missions and establish AI within the level.

  • Place props and dynamic game mechanics to ensure a high level of detail.

  • Daily testing of levels and enemy AI with extended periods of QA for entire project using bug tracking software.

  • Work closely with writers and producers to plan and create cutscenes within the opening section of the game.

darkstorm: VR Missions

Level Designer

2015

PLATFORMS: PC

Dark Storm: VR Missions is a single-player stealth/action title developed by Fenrir Studios and inspired by classic games such as Metal Gear Solid and Deus Ex.

My task on the team was to design, plan, create and finalise the 'starting' area. This would be the first level that the player would start the game in and get used to basic controls and the lore of the game.

Responsibilities

  • Design and produce a number of high poly levels for story and introductory purposes

  • Produce lighting within created levels including post processing and other effects such as volumetric fog

  • Blockout and create 3D models with high resolution materials alongside dedicated 3D modellers to ensure timely completion of areas.

  • Wrote design documents to mark out key characters and points of interest for other members on the team.

  • Use proprietary visual scripting to implement scripted events within levels.

  • Create high quality lighting, post-processing and particle effects to maintain high fidelity of levels with prop detailing.

BAD BUNCH

Level Designer / Cutscene Artist

TBA - 2020

PLATFORMS: PC / Xbox1 / ps4

Bad bunch is a free-to-play aircraft PvP game, focusing on team-based competitive gameplay. The game takes inspiration from the real world of combat aviation starting from world war 1 up until the modern day while keeping a casual play style that's fun and re-playable.

Responsibilities

  • Implement multiplayer content such as game modes, levels, spawning and balancing.

  • Design and mould levels from daily play tests.

  • Work closely with artists to take level art to completion.

  • Plan, design and create the games Announcement trailer using game ready assets at the time whilst working closely with leads and producers.

atrocity: field of hands

game designer / level designer

TBA - 2021

PLATFORMS: PC / PS5

Step into a war zone intensified by the authenticity that only combat veterans can bring with real-world decision points, true-to-life ballistics, and an immersive 

 

Develop by military veterans, Atrocity: Field of Hands throws you directly into a violent conflict inspire by true events. The decisions you make in combat will have moral, ethical and tactical consequences.

Responsibilities

  • Format and develop a GDD, consulting with other game developers on feasibility of mechanics and possible designs along with engaging in regular discussions with producers and leads.

  • Create documents flushing out intended game-play beats and level progression in-line with the story.

  • Grey box level designs within Unreal Engine 4.

  • Use a proprietary visual scripting tool to create staging, pacing and combat encounters.

  • Design, prototype, and help implement features including game-play mechanics, AI mechanic, and Mini games.

  • Ensure all project work is correctly stored within studio methods and correctly utilise GitHub for version control of project files.

PERSONAL WORK

counter-strike: Global Offensive

Multiplayer Level Designer

2019

operation Warehouse

Operation Warehouse was created with simplicity in mind; balanced choke points, replayability, and navigation. I designed the level from scratch and also did the Level Art using Valve library assets, as well as a few custom art assets I created. Operation Warehouse was a project to better my attention to detail and try to broaden my knowledge of level design in genres and play styles I had not worked on previously.

ABOUT ME

Anchor 2

Born and raised in the northern outback of Australia, I currently reside in Darwin working on personal or AA projects. I became hooked on game development when I was younger playing games on my PS1; questioning how these games I had grown up with were actually made. Almost instantly I began to have a passion for developing games and 3D spaces. Making levels just for the fun of it was extremely enjoyable and quite a rewarding experience. From there I wanted to take it to the next level and here I am today, with years of projects under my belt looking to move up in the world and do what I love as my job! I hope to keep designing for the foreseeable future.

When I'm not developing, my time is spent playing games, piano, and watching motorsports.

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Anchor 4

CONTACT

Darwin, NT Australia
Email:
joelknight98@gmail.com

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