Bulletstorm VR
Senior Level Designer
Key Contributions
- ●Led design on 2 new story levels
- ●Reimagined 3 original levels into VR-friendly experiences
- ●Scripted gameplay events in Blueprints
Reimagining a classic FPS in VR
I was hired at Incuvo to work as a senior level designer on Bulletstorm VR. At the time, the game had one semi-playable level.
My initial goal was to recreate three levels from the original game in UE4: Burnout, Ulysses and Hunter's Hideout. I was given a blank canvas in UE4 and access to the original game's source in UDK. For the reasons I won't get into, at this stage of development, the game was supposed to be more of a port, rather than a proper VR reimagining. Fortunately, this changed in later parts of development, when we were allowed to modify original layouts and add VR-specific areas.
After a few months, I was given the responsibility of leading the level design on two new story levels that were not in the original game. As a huge fan of the original (I played the game in middle school, just after it came out ❤️), I gladly accepted this challenge. The levels had to be built by reusing assets from the original under strict time constraints - a creative puzzle I thoroughly enjoyed solving.
Fun fact: Our game's codename was Thunder. It was not a coincidence, since the original's codename was Storm.