APEX LEGENDS //

The Game
Apex Legends is the renowned free-to-play Battle Royale. Legends with powerful abilities squad up to fight for glory on the edge of the Frontier. Apex has reached over 130 million players since it’s debut, and continues to be extremely popular amoung it’s community and the competitive fps scene.

Role
Lead Level Designer // Principal Game Designer
Guided a very talented team of seasoned map developers and made plenty of hands on contributions to the game at large.

Key Contributions
-Season 7 -> Season 22
-Maps and Map Updates
-Assembled the Level Designer’s Guide to Apex
-Apex Firing Range 2.0
-Rampart’s Town Takeover - Big Maude
-Mixtape - Control + Gun Run + TDM
-Scripting and optimizing back-end maps logic.
-Seasonal Content Planning, Events, Timelines, and Releases
-Feedback, Playtests, and Reviews
-Media and Press Interviews

FIRING RANGE 2.0 //

Design Goals
Play, learn, be social, and warm up.

We aimed to re-design the Firing Range for the ever changing live service landscape of Apex Legends. Provide a low pressure space that allows player familiarization of game concepts, legends, weapons, items, and movement techniques. Keep it maliable for future expansion and consistent game changes. All while paying homage to the original map for long term fans.

Optimized Items Layout
Optimized and reorganized the layout and accessibility of in-game loot. Doing this provided improved locational clarity for each type of loot. Weapons, attachments, ammo, health, shields, etc. Deciding what loot is most critical to players in the space and organizing them in; primary, secondary and tertiary layers of importance. This went through plenty of iteration, if not the most, it was important to get this feeling right. We also provided players with a new loot crate that allowed access to loot from anywhere within the map. Which in it’s own right was optimal, based of Loba’s vault tech it allowed us to keep our entity counts low and in check.

Level Design
Map is broken down into four key locations, each with their own specific design goals, linked together with cyclical movement flows.

Core Range
-Learn and inspect loot, pick it up, use it.
-Test weapons on targets and combat dummies.
Agility Course
-Experiment with ziplines, jump pads, slides, slide jumps, climbing, etc.
-Geometry for advanced movement techniques.
Town
-Bring it all together, shoot and flow through a typical Apex space.
Duel Pit
-Practice 1v1s against your friends/foes in a symmetrical pit.

RAMPART’S BIG MAUDE //

Overview
We set out to build a new POI based on the fan favorite legend Rampart. Something that was unapologetically colorful and loud, like the legend herself. We wanted to create a vehicle that appeared to be mobile and explored ideas that hadn’t been seen in the game yet. So we arrived at “Big Maude” Rampart’s massive land crawler and workshop. The hook was to create a functional store, where you could buy specially modded rampart paintball weapons. We tied it into the game’s crafting material economy as another drain for that currency.

Level Design
Big Maude was inspired by sci-fi land crawlers and large expedition vehicles. Maude is divided into four interconnected floors and seperate chambers, surrounded by paintball arenas that serve as spill-off landing zones. The rear truck bed is designed as a bullseye from the sky, so squads dropping from the air have a clear target. Maude’s height and hard flanked back against the wall position, allows for strong commanding control of the zone. Each interior section has a key identity and plenty of engagement options for cqc. Sections include the workshop, cockpit, underbelly, and store. A key geometrical landmark in the store is the “onion arch”, which I felt brought character and flavor to the space. The store also provides vending machines. Players can view, ping, and buy special paintball weapons using materials. The intent was to drop, fight, and gain control of Maude, before shopping for weapons.

Community Collabs and Easter Eggs

Big Maude’s mural was one of the very first community collabs we did in game. Created by Sombras, a talented artist within the Apex community. Once our art team implemented it, I then wrote a script. When pinged by each legend on the mural they would have a specific voice reaction to it. We scattered plenty of other interactable easter eggs from Apex’s deep lore around Big Maude. It was really fun to be a part of this, and the whole team knocked it out of the park.