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:

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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:

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Gameplay Designer (Scripter) - WWE 2K (Fighting Game)

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Level Designer - A Hat in time (Open world third person platformer)

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ASSOCIATE GAME DESIGNER - Unreleased project at Level-5

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Game Design intern - Legends of aria (MMORPG)

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Game Developer - Blubber busters (sidescrolling metroidvania)

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Game developer - Blood Alloy (2d shoot em up)

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Game developer - Air Brawl (3d Multiplayer Shooter)