Global Agenda

I wore many map-making hats during Global Agenda’s development process. While I did get a chance to make a few original PvP maps- most notably Toxicity- much of my time […]

I wore many map-making hats during Global Agenda’s development process. While I did get a chance to make a few original PvP maps- most notably Toxicity- much of my time was spent improving existing PvP and PvE maps: adding alternate ways to access points, adding more cover from enemy fire, making lighting adjustments and optimizations, and other general improvements. I revisited maps like Blackwater Loch, Trafalgar, Osprey Arena, and the tutorial to make changes and generally improve player experience.

I also frequently made PvE maps that supplemented our Open World story lines, providing short missions that gave players extra experience points for completing. These instances could also be run as dailies after their initial completion, thus helping to expand the replayability of the zones.

During the Recursive Colony 1.5 patch, I worked with the lead designer to write much of the quest and NPC dialogue as well as developed the related PvE missions. Also, because of the small team, I used our character editor to develop the visual look and personality of many of the NPCs. Other responsibilities included helping to set dress, light, and place NPCs within the Open Zones.

PvE Maps: Bolonov’s Entourage, Recursive Communications, Terminus Water Station, 28 Nights Later,
PvP Maps: Toxicity, Haulin’ Acid, Magmarock,