Hi! I’m Luis, a Mission Designer at Respawn Entertainment
I grew up loving two things - Hong Kong Cinema and Adventure Games. In both, I was able to see the progression of characters, the challenges they faced, and the unique ways they overcame obstacles in the way. Now, I channel that appreciation into creating experiences that are truly memorable: blending level design, narrative events, and mission scripting together to create fun gameplay.
- Current Project -
I’m currently putting that ethos to the test on Medal of Honor: Above and Beyond:
Mission Designer - Medal of Honor (First person shooter)
Scripting Gameplay Sequences and Narrative Scenes
Working with existing Level Blockouts and iterating on placement of props, collisions, etc.
Setting up events, triggers, and objectives
Controlling enemy and friendly AI throughout level gameplay
Release TBD
Previous Experience
- Selected Personal Projects -
I also regularly challenge myself to design levels and script gameplay (when applicable) for games I enjoy in weekend long jams:
Prince of Persia “Lost City” (Open world Third person adventure)
Designed a Level themed around a flooded city that the player must navigate through
Blocked out level in UE4, created prototype assets for blockout in Maya
Filled the level with combat encounters interspersed between platforming segments
Added a new unique puzzle
Scripted puzzle gameplay
THIRD PERSON CHARACTER - WINCH PROTOTYPE
I wanted to create a character and camera I could use to test gameplay systems and objects with. I ended up scripting:
The Character Controller (with look IK and hand IK to current Interactable)
An Interactable Class the Winch derives from
A Dynamic Camera that smoothly follows the character and moves to keep them + current interactions in frame
The button input UI element that hooks into the Interactable to get their “progress”
Sleeping Dogs “House Call” (open world Third Person shooter)
Designed a set of three Missions that take place shortly after the completion of the Main Storyline
Laid out the spaces the Mission would take place in, time spent in each space, and pacing between to allow for open world travel
Blocked out levels for two of the Missions and created combat encounters that fit those spaces
Counter strike: Global OFfensive “Retribution” (Multiplayer FPS)
Designed a set of three Missions that take place shortly after the completion of the Main Storyline
Laid out the spaces the Mission would take place in, time spent in each space, and pacing between to allow for open world travel
Blocked out levels for two of the Missions and created combat encounters that fit those spaces
- Past professional Projects -
And I use my experiences on previous titles to make better design decisions: