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Unannounced IP

Level, Mission, Game Design

  • Paper planning and documenting game modes and core mechanics

  • Prototyping single player and multiplayer levels of varying scales

  • Pivoting designs to best suit client requests

  • Designing and prototyping systems to complement mechanics

  • Scripting encounters to guide and teach players

  • Creating gameplay objects to enhance functionality of existing mechanics

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Mission Design, Encounter Design

  • Refreshing existing content with new features, objectives, and enemies

  • Porting content from previous engine version to current

  • Analyzing and identifying successes of existing content to drive design decision making

  • Hosting design team playtests and gathering feedback for improvement

  • Creating and keeping documentation up to date for stakeholders

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Encounter Design

  • Creating, testing, scripting, and iterating combat encounters in the game's open world

  • Delivering content at a high standard under strict milestone deadlines

  • Collecting and assessing feedback from peers to improve existing design

  • Identifying and maintaining core design principles when creating new and unique encounters

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Level Design, Mission Design

  • Creating handcrafted campaign levels for single player and co-op gameplay from start to finish

  • Prototyping level features and level specific gameplay

  • Creating environment layouts and combat encounters of varying scales and difficulties

  • Designing gameplay and environment with strong consideration towards narrative structure

  • Scripting events, encounters, and objectives while accounting for multiple outcomes, approaches, and playstyles

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Level Design, Game Design

  • Taking multiplayer maps from concept and paper design to polish and release

  • Designing, creating, testing, and iterating maps for new game modes and features

  • Implementing new game modes into existing maps

  • Creating new maps specifically tailored to new game mode

© 2025 by Jon Tittley

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