“Codename: Kingdoms”, was a first person brawler set in ancient Rome. It was the second project that I worked on at Ruffian Games. At the time, the game was being developed by Crytek Budapest and published by Microsoft. Ruffian were contracted to prototype and explore multiplayer within the title.
Cancelled in 2011
Codename: Kingdoms (Ryse)
Ruffian Games | Lead Level Designer | ~9 months
I lead a small team of level designers to each create a level, in order to showcase a number of game modes as part of our multiplayer milestone. The goal was to create multiplayer maps with approximately 90% reuse of existing assets from the single player campaign whilst maintaining a unique look between maps.
This being my first time in a leadership role, I chose to lead by example, working in staggered development phases. I would build a level to set the quality bar and metrics for the project, then coach and mentor the level designers to match or exceed that quality.
- Leading a team of level designers to create multiplayer arenas supporting multiple game modes
- Working closely with artists to achieve scripted in-engine cutscenes and set pieces
- Designing and scripting a single player campaign prototype
- Point of contact for engine and technology troubleshooting
As well as leading the multiplayer level design, I worked with several artists to create a campaign pitch. I designed and implemented a small prototype illustrating an alternate setting for the game (Egypt), along with some new mechanics.
Before the project was shelved, I had worked on a handful of multiplayer levels in various stages of completion; these ranged from dressed, fully textured levels to whitebox layouts. The Egypt campaign prototype was one of the last levels to be worked on, and was in development for roughly 6 weeks.
Codename: Kingdoms ultimately went through a number of design direction changes and was released as a third person action title for Xbox One, under the title, “Ryse: Son of Rome”.
Concept art © CRYTEK