top of page
Untitled.png

hayden wilkinson | LEVEL DESIGNER

EXPERIENCE
Compulsion Games (Xbox Games Studio) 

November 2015 - Present (10yrs 8mo)

Principal Level Designer - Unannounced Game (Xbox)
  • Collaborating with Design, Art, Audio and Narrative departments to rapidly produce several Level, Systems and Combat Prototypes, including scripting and  2d layout tasks

  • Assisting with interviewing and onboarding new Level Design team members

Principal Level Designer - South of Midnight (Xbox, PS5, Switch 2)
  • Worked on the intro level, the flooded village, and the swamp level, as well as one of the Bottle Run levels and the Two-Toed Tom Boss Fight

  • Responsible for purposing and prototyping level ingredients, Scripting in level events and sequences, white boxing levels and 2d level layouts/plans

  • Implemented level objectives, save/load scripting and waypoint management

  • Worked with the Art, Audio and Narrative team to ensure the implementation of VO, with a focus on narrative and environmental storytelling

Sr Level Designer - Lightbearer DLC for We Happy Few (Xbox, PC)
  • Responsible, in part, for the conception of the Lightbearer DLC

  • Design and implementation of gameplay mechanics, and level layout and construction of gameplay spaces

  • Worked extensively with the narrative department to ensure the quality and implementation of VO, Story and Gameplay Beats.

  • Led the small group of developers attached to this assignment

Sr Level Designer - We Happy Few
  • Design and implementation of gameplay mechanics, level layout and construction of gameplay spaces

  • Extensive testing across all the levels I worked on ensuring procedural content was loading correctly and game behavior was consistent

  • Worked along side Narrative to ensure implementation of VO and key story beats

Broadcast Television Producer/Editor

November 2010 - June 2015 (4yrs 7mo)

  • Produced, directed and edited over thirty episodes of a popular network program, created dozens of commercial spots, and was responsible for a wide range of media material, including graphic art, audio, 3D models, copy and product design

Griptonite Games (Foundation 9)

April 2008 - August 2010 (2yr 4mo)

Sr Level Designer - Where the Wild Things Are (Xbox)
  • Helped the team go from alpha to ship with level construction, implementation of VO, scripting gameplay sequences and cinematics. Additional help with bug fixing and polish as we approached shipping

Sr Level Designer - Eragon (PSP)
  • Designed and built two multiplayer levels in Maya with scripting done in Lua 

Surreal Software (Midway Entertainment)

February 2006 - March 2008 (2yrs 1mo)

Sr Level Designer - This is Vegas (Announced but then Canceled)
  • Responsible for extensive research, design and construction of road networks through-out the game world, as well as the design and implementation of persistent events found in various areas of the game world

  • Created a Camera Security System for casino elevators, when the player enters the elevator the view switches to the security camera and scripted sequences via sequencer would play out until the player left the elevator

US Department of Defense (America's Army Project)

January 2005 - November 2005 (11mo) (1yr Contract)

  • Responsible for the design and scripting for two multiplayer, virtual battlefields used by the US Army for recruitment. Worked with a small team to test and optimize my designs and worked closely with the US Special Forces to meet the requirements for the environment and level objectives

bottom of page