I am an experienced level designer with a passion for narrative driven AAA single player games. I’m currently working at Guerrilla Cambridge on RIGS: Mechanised Combat League.
I have experience working on first-person shooting games, having worked on Killzone Mercenary for the Playstation Vita, and DLC for Killzone Shadow Fall for the Playstation 4.
I previously worked at Frontier Developments, working on the open world, third-person, action adventure game The Outsider.
Prior to that I completed my Masters Degree at Teesside University, gaining a Distinction in ‘MA Computer Games Art’.
My portfolio website is pete-ellis.com
A look at how the arrangement of geometry for an environment influences and affects the difficulty of a combat encounter by effecting enemy behaviour.
A discussion on 'subverting player expectation'; doing something different with a game's mechanics and gameplay not only to make it engaging and keep it from becoming predictable, but also to strengthen story beats and communicate character emotion.
[Blog - 12/06/2016 - 03:04]
[Blog - 03/25/2016 - 01:04]
Hi Mike, great write up ...
Hi Mike, great write up I really like your discussion of affordance - I think its an important part in playing with player motivation. r n r nFor example, how you 've talked about knowing a tin of beans is going to be in a kitchen gives the player the ...
[Blog - 08/21/2015 - 01:47]
That 's a very good ...
That 's a very good point Zi excellent article by the way , the mantra of 'form follows function ' has to create the formation of a combat space. Imagine a Gears of War encounter that had no cover You 'd get killed almost immediately and it wouldn 't be ...
[Blog - 03/10/2016 - 03:07]
This is a really good ...
This is a really good example that I had forgotten about I played Arkham Aslyum when it was first released about 6 or 7 years ago , and I like examples of subversion that are used for more than just preventing boredom. r n r nFor example something I looked ...