ROY ORR
DESIGN PORTFOLIO
LOST PLANET 3
SENIOR MULTIPLAYER LEVEL DESIGNER
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Designed and created two maps for boxed product
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Alpha Lair and Contact
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In charge of all Multiplayer tuning for weapons and AI enemies
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Worked on tuning economy for progressions and upgrades
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Prototyped and implemented new gameplay modes utilizing AI Akrid enemies
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Designed and created DLC Maps
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Inferno
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Synapse
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Closed out project finalizing three boxed maps and three DLC maps under tight deadlines

In this DLC map, I really tried to utilize verticality with our grapple hook mechanic and zipline mechanics. The map was designed to have a small base with a height nearly 4x the width and length. This allowed players to quickly traverse the map while driving vertical awareness.

In this DLC map, I really tried to utilize verticality with our grapple hook mechanic and zipline mechanics. The map was designed to have a small base with a height nearly 4x the width and length. This allowed players to quickly traverse the map while driving vertical awareness.

In this DLC map, I really tried to utilize verticality with our grapple hook mechanic and zipline mechanics. The map was designed to have a small base with a height nearly 4x the width and length. This allowed players to quickly traverse the map while driving vertical awareness.

In this DLC map, I really tried to utilize verticality with our grapple hook mechanic and zipline mechanics. The map was designed to have a small base with a height nearly 4x the width and length. This allowed players to quickly traverse the map while driving vertical awareness.

Contact was created for the base boxed product of Lost Planet 3. Played with multiple game modes, Contact was an outdoor map designed with a figure 8 flow in mind. I designed the map to take advantage of both ground cover and vertical mobility. Ziplines across the top allowed for exposed but quick movement and flanking. Other flanking routes were designed as cliff climbing to the top center structures with exposed rear flanks. Cover was strategically placed on the ground for ground battles.

Contact was created for the base boxed product of Lost Planet 3. Played with multiple game modes, Contact was an outdoor map designed with a figure 8 flow in mind. I designed the map to take advantage of both ground cover and vertical mobility. Ziplines across the top allowed for exposed but quick movement and flanking. Other flanking routes were designed as cliff climbing to the top center structures with exposed rear flanks. Cover was strategically placed on the ground for ground battles.

Contact was created for the base boxed product of Lost Planet 3. Played with multiple game modes, Contact was an outdoor map designed with a figure 8 flow in mind. I designed the map to take advantage of both ground cover and vertical mobility. Ziplines across the top allowed for exposed but quick movement and flanking. Other flanking routes were designed as cliff climbing to the top center structures with exposed rear flanks. Cover was strategically placed on the ground for ground battles.

Contact was created for the base boxed product of Lost Planet 3. Played with multiple game modes, Contact was an outdoor map designed with a figure 8 flow in mind. I designed the map to take advantage of both ground cover and vertical mobility. Ziplines across the top allowed for exposed but quick movement and flanking. Other flanking routes were designed as cliff climbing to the top center structures with exposed rear flanks. Cover was strategically placed on the ground for ground battles.

Synapse was a DLC map packaged with Inferno for post-release. The map was designed for multiple modes, including a unique mode I prototyped for this map that utilized boss style AI. The map was designed to be quick moving, utilizing sight angles, height and cover combined with a vertical center. The idea was to have 3 main paths to keep player engagement high, while allowing for flanking in the center of the map.

Synapse was a DLC map packaged with Inferno for post-release. The map was designed for multiple modes, including a unique mode I prototyped for this map that utilized boss style AI. The map was designed to be quick moving, utilizing sight angles, height and cover combined with a vertical center. The idea was to have 3 main paths to keep player engagement high, while allowing for flanking in the center of the map.

Synapse was a DLC map packaged with Inferno for post-release. The map was designed for multiple modes, including a unique mode I prototyped for this map that utilized boss style AI. The map was designed to be quick moving, utilizing sight angles, height and cover combined with a vertical center. The idea was to have 3 main paths to keep player engagement high, while allowing for flanking in the center of the map.

Synapse was a DLC map packaged with Inferno for post-release. The map was designed for multiple modes, including a unique mode I prototyped for this map that utilized boss style AI. The map was designed to be quick moving, utilizing sight angles, height and cover combined with a vertical center. The idea was to have 3 main paths to keep player engagement high, while allowing for flanking in the center of the map.

Alpha Lair was originally created in the early stages of MP development. It began as a map I created for the engineers so that the team could test cover implementation. People enjoyed the map so much they wanted to turn it into a shipped map. I also designed a new game mode we called "Alpha Ball" where the teams would fight each other and a boss style AI that when killed, would drop a CTF style item that was turned in on the opposite side, similar to American Football.

Alpha Lair was originally created in the early stages of MP development. It began as a map I created for the engineers so that the team could test cover implementation. People enjoyed the map so much they wanted to turn it into a shipped map. I also designed a new game mode we called "Alpha Ball" where the teams would fight each other and a boss style AI that when killed, would drop a CTF style item that was turned in on the opposite side, similar to American Football.

Alpha Lair was originally created in the early stages of MP development. It began as a map I created for the engineers so that the team could test cover implementation. People enjoyed the map so much they wanted to turn it into a shipped map. I also designed a new game mode we called "Alpha Ball" where the teams would fight each other and a boss style AI that when killed, would drop a CTF style item that was turned in on the opposite side, similar to American Football.