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ABOUT

Far Cry 6 is set on a fictional Caribbean island called Yara. You play as Dani, an orphan trying to escape the recent military draft ordered by the brutal dictator, Anton Castillo.

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Anton wants to “rebuild paradise” through creation of a cancer treatment drug called Viviro. It’s produced by treating tobacco leaves with a chemical known as PG240. However, to do this Anton creates forced labour camps, forcing those he considers not to be “True Yarans” to work in the fields with the dangerous chemical.

Dani's escape does not go to plan, their boat is shot up by Anton.  Dani washes up on the shore an island to the south of the mainland and then captured by a guerilla movement known as Libertad. In exchange for helping them off the island they will give Dani a boat to finally escape. However, in the process Dani discovers an enjoyment in being a guerilla and agrees to help Libertad to unite the 3 regions of Yara against Castillo’s regime

MY ROLE

During Far Cry 6 I was Lead for two teams of Level Designers creating missions. One team worked on the southern region, Isla Santuario and one for western region of Madrugada (both pictured in orange).  
The missions on Isla Santuario are the first that all players experience in the open world. They tutorialised old and new features so clarity and quality was of great importance. Madrugada is also promoted to player as the region to tackle next when hitting the mainland.


At peak the two teams totaled 8 designers working on the 32 missions. I held many of the interviews along side other Leads when recruiting new team members for the project.


In pre-production I created the Mission Design Document template which, once filled, I then reviewed before organising a stakeholder meeting. We would then present the mission proposals to the Leads of other disciplines, Directors and Production in order to gain production approval and callout asset dependencies.

Map of Yara

Throughout the project, the Level Design Director for each region and I held weekly desk reviews with each team member. During these meetings I would give feedback on their work and create and prioritise tasks to be actioned. I would also give feedback on the fly if encountering issues on my own playthroughs. Additionally I was involved in reviews with the Art and Lighting teams.

If any of my team were blocked in their tasks I would find a solution as quickly as possible, informing Production of any up coming risks. During every sprint I would reassess the team’s workload, reprioritising if needed or reassign tasks only when necessary.


Additionally I held bi-weekly 1 on 1’s with each team member to ensure they were supported in what they were doing and where they were going. I would manage timesheets, approve vacation and provide detailed feedback during annual performance and compensation reviews.

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