Contact Details Email: raphaelkidd@yahoo.co.uk

Profile

With over 11 years of industry experience, I specialize as a level designer and possess skills across various platforms, including console, PC, and VR titles.

I am a passionate and hard-working individual who always aims to complete work promptly and efficiently.

I want to contribute to creating incredible, compelling, and exciting game experiences that enthral the people who play them.

I want to be challenged daily with the freedom to make something fun.


Technical Skills

  • Anvil Engine, in-depth understanding of level design, 3d level layout creation, creating block-out tools for the level design team, and world-building tools with Houdini.

  • Lego System Engine, Visual node-based scripting, setting up player cameras and in-game cinematics, and implementing overall level gameplay, including puzzles and game set pieces.

  • Unreal Engine 4 and 5, in-depth understanding of level design, 3d level layout creation, buildable custom meshes to the engine, implementing class/level blueprints, level set dressing, mission flow and scripting.

  • Maya, In-depth level knowledge in modelling for level white boxing, and an overall understanding of the program.

  • Perforce, Trello, Jira, Confluence. I use debugging and management/tracking software, and I have a good overall understanding of use.

  • Console development across multiple platforms including; PS5/PS4/Pro, XB-One/X/S, PS3, Wii U, PC. High in-depth level of understanding in debugging and trouble-shooting/analysing and optimisation.

Interpersonal Skills

  • Creative and technically minded.

  • Hard-working, adapts well to busy surroundings.

  • Strong attention to detail.

  • Always work well to meet tight deadlines.

  • Fast learner of new skills and programs.

  • Works well individually and in a team.

Education

University of Glamorgan | Animation/Art Masters Degree | 2011-2012

Swansea Metropolitan University | Creative Computer Games Design | Bachelors Honours Degree | 2008-2011


Employment History

Ubisoft Leamington | Senior Level Designer | December 2023 - Present

Unannounced project, New IP
My duties

- Align and created the LD content metrics library kit.

-         Mentoring other LDs.

-         Feature owner of various open-world content.

- Document feature designs and block out encounters.

-         Calibrating with multiple disciplines, including tech designers, programmers, artists, and production.

-         Feedback on other level designers' levels


Studio Gobo | Level Designer | March 2019 – December 2023

LEGO Horizon Adventures

My duties included -

  • Aligning and setting up LD content metrics library.

  • Early-level prototyping and concept of certain level ingredients

  • Proving out gameplay content and goals for specific areas within the game.

  • Feature content owner.

Hogwarts Legacy

My duties included -

  • Third Person action/adventure, RPG title in co-dev with WB Games Avalanche

  • My duties revolved around designing from start to final integration, several missions in the story campaign and various gameplay elements in the open sections of the game.

  • Iteration from feedback, scenario implementation and scripted game events using level/class blueprints and narrative flow to help direct the player and deliver key story elements.

  • Creating exciting gameplay spaces featuring combat whilst balancing enemy encounters and pacing.

  • LD documentation for levels, 2d maps to 3d blockouts.

  • Worked with a team that set a benchmark for levels in the project, accomplishing a high standard for the rest of the game. "The High Keep" Mission.

  • Blocking out one region (Coastal), - landmarking, pathing, setting up quest locations, creating compelling moment-to-moment gameplay throughout the region when on foot and a broom, puzzles, enemy encounter setup, and balancing loot.

  • I created a 3d library of metric pieces, Made from 3d primitives in unreal, converted to Blueprints, for the LD team to use in levels.

  • Mentoring and managing a small team of level designers, quickly getting them up to speed with new content and ensuring communication was balanced between groups. Quickly problem-solve with any LD needing help, ensuring they worked towards guidelines given to them.

  • Being a central point of contact for missions and regional content.


Firesprite | Level Designer | March 2018 - March 2019 [fixed-term contract]

Star Citizen - "Theatre of War" multiplayer map

My duties included -

  • Worked on a open world live title, using in house engines and tools.

  • Level blockout/prototyping earlier map layouts for multiplayer mode.

  • LD documentation for multiplayer maps, including 3d maps, flow and scoping out structure.

  • Setting out high level documentation for "The Good Doctor" map.

  • Mission scripting, and seting up game mode structure design.

  • Ai traversal and cover link setups.

  • Pickup placements.

The Persistence ( PSVR )

Worked on level 2 mission: “Repair the stardrive”.

My duties included -

  • Level blockout within Maya

  • level documentation, 2d map layouts.

  • Iteration from feedback scenario implementation

  • Scripting game events using unreal 4 blueprints

  • Narrative flow to help direct the player and deliver key story elements.

  • Creating exciting game space areas, whilst balancing enemy encounters and pacing.


Travellers Tales | Technical level Designer | February 2015 – March 2018

Lego DC Super Villians

Lego Marvel Superheroes 2

Lego Dimensions Year 2: Mission Impossible, Fantastic Beasts

Lego Marvel Avengers

My duties included -

  • Implementing/scripting the gameplay events for levels for puzzles.

  • Creating cinematic set pieces within the hub world and story levels.

  • White boxing levels through to final product,

  • Making sure gameplay is balanced, meeting the requirements towards the game designers’ vision and collaborating with all other departments to make sure this is met.

  • Setting up, animating player cameras and in-game cut scenes.


Wales Interactive | Level Designer | January 2013 October 2013 [fixed term – contract]

Worked on a PC, PS3, Mac, Vita and Wii U title ‘Master Reboot’ in a small team close towards other Artists and Designers.

My duties included -

  • Documenting designs for levels

  • Setting up player cameras

  • Scripting puzzle gameplay with Unreal 3 and tools.

  • Collision set up for puzzle geometry

Dojo Arcade | Level Artist August | 2011-December 2012 (Fix term - contract)

Work on PC title on ‘Soulfinity’. Worked in a strong team of 4 during my master degree, closely with a programmer, an animator and a 3d generalist.

My duties included -

  • Level layouts in 3D

  • Mesh creation within Maya

  • Hand painting textures within Photoshop for gameplay features