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Carl Rutter
Lead Level Designer
Juno Beach - Lead Level Designer & Map Owner
I was responsible for overseeing the level design on Juno Beach, before taking over as map owner and blocking out some of the following spaces:

Initial Blockout
End result


Initial Blockout
End result


Initial Blockout
End result


Initial Blockout
End result

Additional responsibilities:
- Map/route layouts
- Validating art ready assets against expected player collision behaviour
- Spawner management to ensure routes for all HQs were balanced and functional
- Organising regular map reviews with other discipline leads and providing feedback

End result

Initial Blockout
During the final polish phase, I had the opportunity to set dress a couple of spaces in the map with the art team, this allowed me some creative freedom to use my existing experience with WW2 to craft some believable spaces that also provided a functional purpose in cover and narrative storytelling.

End result

Initial Blockout

Initial Blockout
End result


Initial Blockout
End result

Key Learnings:
- Balancing a map for 2 different factions when natural elements such as deep water are used
- Conducting thorough research into a well documented battle of WW2 and ensuring the subject matter is respected
- Blocking out key POI and landmarks to help guide the player without the need to use a map (Churches, windmills, radar stations etc...)
- Supporting a team member during their time as a map lead via regular reviews and constructive feedback sessions
End Result

Initial Blockout
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