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​Level Designer | Mission Designer | Game Designer

JON TITTLEY

PvE | PvP | Campaign | Co-op | Multiplayer | Console | PC

Destiny 2

Responsible for refreshing and rejuvenating existing game content to better align with both player progression as well as the content’s level of quality.​

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Arms Dealer

  • Overhauled existing mission's objectives, pathing, and narrative

  • Scripted friendly and enemy AI to introduce new dynamics and strategies

  • Created and implemented new Boss behaviour

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Crota's End

  • Designed and implemented new raid mechanics

  • Refactored encounter script in main combat arena

  • Balanced combat for difficulty as well as technical budget

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Halo Infinite

Responsible for populating large areas of the open world environment with small to medium enemy encounters to offer players small scale emergent goals and appropriate rewards for their completion.

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  • Designed, implemented, and maintained the fidelity of open world encounters throughout the game

  • Crafted small-scale implied narratives through environmental storytelling of spaces

  • Scripted encounter beats to keep the player engaged during exploration of the game world

MechWarrior 5: Mercenaries

Responsible for delivering a number of narrative progression missions using a combination of Unreal 4's built in functionality and tools created for the procedural level generation system.

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  • Developed hand-crafted levels from concept to completion that provided players with engaging challenges and environments

  • Developed missions within levels that introduced and progressed small and large scale narratives

  • Used systems designed for procedural level generation to create and iterate level design and mission scripting quickly

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MechWarrior Online

Responsible for creating new multiplayer levels for various game modes and player counts, retro-fitting new game modes into existing levels, and maintaining a pulse on the community’s thoughts and concerns for all levels in rotation at any given time.

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  • Created levels of varying scales and themes from concept to completion and delivered them into a live service environment

  • Designed and implemented new game modes and their gameplay objects into existing levels

  • Observed and analyzed player data to update placements of player spawns and gameplay objects in order to improve balance

Discontinued Projects

Contributed to a number of projects in various capacities, including content creation, design vision ownership, and leading a team of level designers.

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  • Designed and pitched multiplayer game modes and levels, single-player 3Cs, AI encounters, gameplay mechanics, narratives, and progression

  • Led small team in design of a game prototype, collaborating closely with artists, engineers, producers, and stakeholders

  • Designed levels each with their own unique goal, such as tutorials, hands-on demos, or exhibitions

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