RAPHAEL KIDD

Contact Details Email: raphaelkidd@yahoo.co.uk

Profile

I have 10+ years of experience within the industry. Working as a level designer, I also have a range of expertise, including console, PC and VR titles.

I am a passionate and hard-working individual who always aims to complete work promptly and efficiently.

To contribute to creating incredible, compelling, exciting game experiences that envelop and enthral the people who play them.

To be challenged daily with the freedom to make something fun.


Technical Skills

  • Lego System Engine, Visual node-based scripting, setting up player cameras and in game cinimatics, overall level gameplay implementation including puzzles and game set pieces.

  • Unreal Engine 4 and 5, in-depth understanding of level design, 3d level layout creation, buildable custom meshes to the engine, implementing class/level blueprints, level set dressing, mission flow and scripting.

  • Maya, In depth level knowledge in modelling for level blockouts,and overall understanding of the program.

  • Perforce, Trello, Jira, Confluence. Use of debugging and management/tracking software, good overall understanding of use.

  • Console development across multiple platforms including; PS5/PS4/Pro, XB-One/X/S, PS3, Wii U, PC. High in-depth level understanding in debugging and trouble-shooting/analysing and optimisation.

Interpersonal Skills

  • Creative, and technically minded.

  • Hard working, adapt well to busy surroundings.

  • Strong attention to detail.

  • Always work well to meet tight deadlines.

  • Fast learner for new skills and programs.

  • Works well individually and in a team.

Education

University of Glamorgan | Animation/Art Masters Degree | 2011-2012

Swansea Metropolitan University | Creative Computer Games Design | Bachelors Honours Degree | 2008-2011


Employment History

Ubisoft Leamington | Senior Level Designer | December 2023 - Present

Unannounced project, New IP


Studio Gobo | Level Designer | March 2019 – December 2023

Unannounced project

My duties included -

  • Aligning and setting up LD content metrics library.

  • Early-level prototyping and concept of certain level ingredients

  • Proving out gameplay content and goals for specific areas within the game.

  • Feature content owner.

Hogwarts Legacy

My duties included -

  • Third Person action/adventure, RPG title in co-dev with WB Games Avalanche

  • My duties revolved around designing from start to final integration, several missions in the story campaign and various gameplay elements in the open sections of the game.

  • Iteration from feedback, scenario implementation and scripted game events using level/class blueprints and narrative flow to help direct the player and deliver key story elements.

  • Creating exciting game space areas within combat whilst balancing enemy encounters and pacing.

  • LD documentation for levels, 2d maps to 3d blockouts.

  • Worked with a team that set a benchmark for levels in the project, accomplishing a high standard for the rest of the game. "The High Keep" Mission.

  • Blocking out one region (Coastal), - landmarking, pathing, setting up quest locations, creating compelling moment-to-moment gameplay throughout the region when on foot and a broom, puzzles, enemy encounter setup, and balancing loot.

  • Created a 3d library of metric pieces, Made from 3d primitives in unreal, converted to Blueprints, for the LD team to use in levels.

  • Mentoring and managing a small team of level designers, quickly getting them up to speed with new content and ensuring communication was balanced between groups. Quickly problem-solving with any LD needing help, ensuring they worked towards guidelines given to them.

  • Being a central point of contact for missions and regional content.


Firesprite | Level Designer | March 2018 - March 2019 [fixed-term contract]

Star Citizen - "Theatre of War" multiplayer map

My duties included -

  • Worked on a open world live title, using in house engines and tools.

  • Level blockout/prototyping earlier map layouts for multiplayer mode.

  • LD documentation for multiplayer maps, including 3d maps, flow and scoping out structure.

  • Setting out high level documentation for "The Good Doctor" map.

  • Mission scripting, and seting up game mode structure design.

  • Ai traversal and cover link setups.

  • Pickup placements.

The Persistence ( PSVR )

Worked on level 2 mission: “Repair the stardrive”.

My duties included -

  • Level blockout within Maya

  • level documentation, 2d map layouts.

  • Iteration from feedback scenario implementation

  • Scripting game events using unreal 4 blueprints

  • Narrative flow to help direct the player and deliver key story elements.

  • Creating exciting game space areas, whilst balancing enemy encounters and pacing.


Travellers Tales | Technical level Designer | February 2015 – March 2018

Lego DC Super Villians

Lego Marvel Superheroes 2

Lego Dimensions Year 2: Mission Impossible, Fantastic Beasts

Lego Marvel Avengers

My duties included -

  • Implementing/scripting the gameplay events for levels for puzzles.

  • Creating cinematic set pieces within the hub world and story levels.

  • White boxing levels through to final product,

  • Making sure gameplay is balanced, meeting the requirements towards the game designers’ vision and collaborating with all other departments to make sure this is met.

  • Setting up, animating player cameras and in-game cut scenes.


Wales Interactive | Level Designer | January 2013 October 2013 [fixed term – contract]

Worked on a PC, PS3, Mac, Vita and Wii U title ‘Master Reboot’ in a small team close towards other Artists and Designers.

My duties included -

  • Documenting designs for levels

  • Setting up player cameras

  • Scripting puzzle gameplay with Unreal 3 and tools.

  • Collision set up for puzzle geometry

Dojo Arcade | Level Artist August | 2011-December 2012 (Fix term - contract)

Work on PC title on ‘Soulfinity’. Worked in a strong team of 4 during my master degree, closely with a programmer, an animator and a 3d generalist.

My duties included -

  • Level layouts in 3D

  • Mesh creation within Maya

  • Hand painting textures within Photoshop for gameplay features