Search this site
Embedded Files
  • Home
  • About
 
  • Home
  • About
  • More
    • Home
    • About

Daniel Lloyd

Senior Level Designer // Sledgehammer Games

Phantom: Covert Ops
nDreams

Level Designer (November 2018 – October 2019)

  • Proposed, designed, built, and owned single player missions from concept, documentation and presentation to final.

  • Executed level blockouts, defined objectives, developed story beats and level hooks, designed enemy encounters, produced feature documentation, and applied VR-centered design principles.

  • Championed level structure, ensuring each level adhered to best practices and provided a satisfying 1:1 navigational experience within a kayak environment.

  • Collaborated closely with art and engineering teams to deliver a high-quality VR stealth action experience within the mobile hardware constraints of the Oculus Quest.

Ruins
Missions 3, 5, and 7

Working on Phantom: Covert Ops was a surreal moment for me. I vividly remember being left speechless after playing the original pitch demo – to this day I have yet to experience anything in VR which has felt so immersive or emergent. It was an instant “yes” for me to join the team on a 1 year contract.


Within the project, the Level Designers tackled many facets of the game, but my primary focus was the Ruins biome. This environment featured a collection of decrepit man-made structures: a town square, quarry, dam, factory, and subway tunnel. We began by developing a sniper enemy archetype, which I was responsible for designing, prototyping, and polishing in collaboration with a gameplay programmer. This design was integrated throughout the game and eventually evolved into a boss battle, where players were tasked with cutting through anchor points to bring down a makeshift sniper tower. I still recall the Game Director’s amusement that our work was inching closer to Metal Gear Solid, given how similar my boss concept was to Sniper Wolf... I didn't even realise it at the time, or my brain was trying to deny it.


Landing my first role as a Level Designer in the games industry was a dream come true – I could hardly believe it when I saw my first payslip. I remain forever grateful to the teams at nDreams for that opportunity, and I cherish the fond memories of the project and amazing team.

Google Sites
Report abuse
Google Sites
Report abuse