© 2019 by Franck Labat.

 

GHOST RECON BREAKPOINT

AAA Open World 1-4 Players Coop TPS Game
PS4/ Xbox One / PC

Release: October 4th, 2019

“Experience life as a Ghost, an elite US Special Operations soldier, as you fight back from behind enemy lines”

ROLE

I'm an Associate Lead Mission and Level Design. I'm managing a team of 10 Mission Designers and Level Designers. I'm also a Mission Designer and a Level Designer still producing content in the game. We are more than 1000 people on the overall project.

MISSION

Previously we shipped more than 465 scripted events with my team. I worked personally on 50 missions, designing and creating all the Level Design around Quest Objectives for PVE Missions. We are working on more than 10 story Missions and multiple level layouts.

I work currently on a broad range of Level Design topics:

  • Mission Design: I help the Mission Designers to define the steps of their missions based on the narrative pitch. Then we produce a block out mission finding locations into the world using placeholders / grey boxes, then milestone after milestone we produce a final polished/shippable version of the mission.

  • Level Design: We also work on creating layouts used in the missions. I define the macro structure of the Layout and the model, the architectural consistency.

  • I review and provide guidelines and guidance to the Level Designers.

  • I also check the metrics for the navigation, the density of covers, and the overall flow in the building. I also work on boss arena creating fun, challenging, memorable layouts for fighting a boss.

  • Level Scripting: I also worked on creating and defining all the scripted events for missions and living world events.

TOOLS

  • In-House Open World Editor

  • Office

  • Confluence

  • Perforce

  • 3DS Max

 

THE CREW 2

AAA OpenWorld Multiplayer Motorsport Game
PS4/ Xbox One / PC

Release: June 29th, 2018

“Welcome to Motornation – Take the challenge to the ground, sea, and sky”

ROLE

I was a Technical Level Designer during 6 months.

MISSION

I extended the Open World Editor to edit and create new slaloms into the Open World for cars, planes and boats.

 

I also prototyped several Rally Raid Starting Grids using the Open World Editor, placing events, props, and I helped to refine the layout.

TOOLS

  • Ubisoft Open World Editor,

  • C++Blueprint-type Mission Visual Scripts,

  • Jira, Confluence, Perforce.

TEAM

10 people at Asobo Studio mainly designers and programmers, and UI artists.

AAA Holographic Narrative Investigation
HoloLens
Release Date: March 30th, 2016
FRAGMENTS
 

"You become the detective in a high-tech crime thriller."

ROLE

I was a Game/Level Designer during all the preproduction and production until the release. 
 

MISSION


I designed multi-choices dialogs (like in Heavy Rain or in Telltale games for example). I also designed and balanced more than 70 Levels for 2 Puzzle Games.

TOOLS

  • Asobo in-house engine and editors

  • Perforce

  • TFS

  • Word, Excel, Visio, Visual Studio.

TEAM

International team (US/France). More than 100 people, designers, artists, programmers, producers. Microsoft Studios was the publisher. Asobo Studio was the main development studio under the supervision of a dedicated Microsoft Studio production team.

I worked with my creative director and my technical director at Asobo. Also I had a call with the team at Microsoft on a daily basis. Essentially with the Lead Game Designer, the Technical Designer and the Technical Director at Microsoft Studios.

ORI
AND THE BLIND FOREST Definitive Edition
 
Indie Metroidvania Narrative 2D Game
PC, Xbox One
Release Date: April 27th, 2016

“The tale of a young orphan destined for heroics”

ROLE

I was a Support Team Member, I helped Moon Studio to ship the game on time in the best quality.
 

MISSION

I played extensively Ori, I troubleshooted the game framework with a full access to the Game Code, and Unity Code. I worked also on a Cross-Saving system between Windows 10 and Xbox One.

TEAM

 

International team (US/France). Microsoft is the publisher, I was a member of the Microsoft Studio Support Team.

 

Moon Studio was the main developer. We were a small team at Microsoft Studio.

 

I worked with the Moon Studio Team (Artists, Producers, Programmers, Designers) over Skype Pro and by Email. Also we were managed by producers at Microsoft.

TOOLS

  • Unity 3D

  • Tortoise SVN

  • Unity Profiler

  • Visual Studio Graphic Debugger

88% Metacritic
10/10 on Steam.

A PLAGUE TALE
 
Innocence
Narrative Third person Survival Horror
PC / PS4 / Xbox One
Release Date: May 14th, 2019

“Amicia and her brother Hugo survive against swarms of rats ”

ROLE

I was a Level Builder on an early prototype.

MISSION

I implemented the flow of interactive cinematics with the Narrative Designer.

 

I worked on pacing, I set different shots, and contextual actions and Voice Over Lines during the Demo.

 

I worked also on placing triggers and elements in the editor, refining the layout with the level artist.

TOOLS

  • Internal Asobo Engine/Editor,

  • P4

  • Visual Studio,

  • C-Style Scripting,

  • Office Suite

TEAM

French Team at Asobo, 20 people at this time mainly Designers, Artists and Programmers.

We were a small team mainly me and a Narrative Designer, a 3D Artist, an Animator, and a Sound Designer.

Flight Simulator
 
2020
Flight Simulation and game
PC / Xbox
Release Date: coming in 2020

“For once you have tasted flight you will walk the earth

with your eyes turned skywards”

ROLE

I was a Cinematic Designer.

MISSION

I implemented different gameplay and cinematic cameras, offering while flighting different beautiful and sharp shots of the plane.

I also implemented VR cameras for Oculus.

TOOLS

  • Internal Asobo Engine/Editor,

  • P4

  • Visual Studio,

  • C-Style Scripting,

  • Office Suite

TEAM

International Team at Asobo and Microsoft, 50 people at this time mainly Designers, Artists and Programmers.