OVERKILL's: The Walking Dead
Game: OVERKILL's The Walking Dead
Job Title: Level Designer Studio Project at Starbreeze Studios |
Engine: Unreal Engine 4
Released: November 6th 2018 |
OVERKILL's The Walking Dead is a co-op survival game. Four players sneak, fight and loot their way through the streets of Washington D.C. to improve their basecamp and survive.
I joined the project in the final stages of development where I was responsible for retrofitting an existing level for a revisit mission. After release I was responsible for leading the striketeam that developed a DLC level. I implemented the mission script and a new unique mechanic. The mission was ready for release when all development for the game was suspended following a dispute with the publisher. During development the level design and tech design teams worked incredibly close with one another. Through this collaboration I had the chance to improve my technical understanding and scripting capabilities. During the development of DLC I also had the opportunity to train another level designer. |
Best Served Cold:
Retrofitting an existing level for a new mission Unreleased DLC level:
Developed with a striketeam, unreleased content. |
Responsibilities included:
Mission Design
Multiplayer Level Design
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Recommendations:
Hunter Wright
Lead Level Designer at Starbreeze Studios "My name is Hunter Wright and I am lead level designer at Starbreeze Studios. I was Michiel's boss on Overkill's The Walking Dead, and sat next to him for the last year and a half. Michiel was great to work with both as colleagues and as a direct report. He was always willing to go the extra mile to get things done and had a great sense of what is fun for the players. I could always rely on Michiel to work independently without much oversight and knew I could expect quality work from him. Bart Huisman
Technical Designer at Starbreeze Studios "Having worked closely with Michiel at Starbreeze, he impressed me from day one by his eagerness to adopt standards and best practices and a willingness to dive into the technical end. Embracing the collaborative nature of development and drawing on the resources he has, Michiel takes responsibility for his own growth: he does not ask you to do something repeatedly for him, he works to understand the issue so he can resolve it himself in the future. He will speak up when he feels something is wrong, and is dedicated to making the best product. Arie Gijsenbergh
Level Designer at Starbreeze Studios "I had the pleasure to work with Michiel at Starbreeze on Overkill's The Walking Dead on both the main game & its DLC's. Owen Evans
Level Designer at Starbreeze Studios "It was a pleasure working with Michiel at Starbreeze studios. He was open minded and creative in his approach to solving problems within his or others levels. He gave constructive feedback and vice versa was able to take criticism, always with a keen desire for improving levels so players would love the experience. He was a friend as well as a colleague, and I would not hesitate to recommend him." |