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Suicide Squad: Kill the Justice League

Rocksteady Studios Ltd - Designer

August 2022 - Present

Starting as a Junior Level Designer at Rocksteady I worked my up to a mid-level Designer position, working closely alongside my Lead and an immensely talented team developing the exciting multi-versal worlds of Earth-2 in Suicide Squad: Kill the Justice League.

 

Unfortunately due to the nature of NDAs I am unable to share a lot of my work as much of it is still unreleased, but to name just a few of my responsibilities on this project included:

Developing Earth-2 Levels

Iterating on them according to feedback, heeding our game’s metrics, and closely collaborating with the environment team to deliver engaging high-quality spaces.

Mission Implementation & Balancing

Maintaining variety in enemy recipes, activity parameters, and ensuring our Endgame content provides a challenging experience for the player.

Leading Features

Creating detailed design documents adhering to scope and technical requirements, then pitching them to directors and stakeholders across the team.

Project Management

Working alongside the Production team to provide accurate time estimates on work in weekly sprint planning, assembling task sheets, creating bugs in reviews, and assigning them out in JIRA.

Documentation is King

Creating clear, concise documentation in Confluence and formatting it in a sensible structure that is both accessible and informative to all disciplines.

Problem Solving Prototypes

Prototyping new content with minimal code support, reutilising existing features and mechanics in fresh and fun ways following player feedback.

Here are a handful of Level Design projects I have developed in my own time using Unreal Engine's BSP Brush and Landscape tools. For more information on my development process behind each Blockout simply click on the picture to follow the link to it's page. :)

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