DEAD RISING 3
Level Architect, Capcom Vancouver
At Capcom Vancouver I worked on Dead Rising 3 as a level architect. My primary duties were:
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Designed 2D layouts and blocking in 3D environments
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Missions and zombie population
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Set dressing, props, weapons, health placements
SUPER ULTRA DEAD RISING 3 ARCADE REMIX HYPER EDITION EX PLUS ALPHA
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Customized the world to create new mission paths for an arcade-like experience
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Handled population of powerups, coins, and zombies
SCREENSHOTS
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ZOMBIE POPULATION
It was my job to populate the city of Los Perdidos with mobs of zombies. The direction was to go classic Dead Rising where players run from store to store while trying to get through overwhelming numbers of zombies.. The main roads are dense and very dangerous. This encourages exploration as players look for safer routes and places to forage for weapons and food.
























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SUNSET TRAIN STATION
I designed and modeled the layout for the Sunset Train Station. It's a large, underground complex that includes the station stores, the train platform, a control room with an employee lounge and change room, and some maintenance and sewer tunnels. It is featured at the start of chapter 7 during a biker encounter mission where the place gets locked down, trapping Nick inside until he can find a way out. The station is also used as a shortcut from Sunset Hills to South Almuda and can even be driven through with most vehicles.




























































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QUARANTINE CHECKPOINT TUNNEL (TUTORIAL SECTION)
We started the game in a highway tunnel that is supposed to lead out of the city but instead was converted into a quarantine checkpoint by the ZDC before they disappeared. It is a tutorial section that teaches player controls and the basics of game play while the rest of the world is still installing. I designed the tunnel to be quite linear and to guide the players through sections of gates where they encounter various scripted events, including the first zombie horde reveal.



















