Projects
ZA/UM Studio
Project in Development
Duration of contribution : 1 years 6 months
Spring 2023 - Autumn 2024
At ZA/UM, I was driving force behind the level and world design of the studio's latest unannounced project. This meant reporting directly to the directorial team to realize the vision of the game within the context of its layout, and world. There's a huge amount of narrative and environment art complexity which I managed alongside the design specific goals and project pillars to deliver the best playable spaces that meet the goals of all teams.Design Goals
• Deliver blockout designs that expand on the success of Disco Elysium.
• Push layout and world design that empowers an industry leading narrative game.
• Create detailed flawless and focused spaces, that play well with our game's camera.Learning Outcomes
• An excellent eye for detail and granular features in layouts.
• A grounded high level understanding of world design and how to add creative level design flair.
• Understanding how to lead the craft of level design when each department has distinctly different goals.
Avatar: Frontiers of Pandora
Shipped : 7 December 2023
Duration of contribution : 2 years 2 months
Spring 2021 to Spring 2023
Avatar: Frontiers of Pandora is a co-op open world action game featuring a main quest, side content and open world activities.I was a key player at Ubisoft Reflections from Spring 2021 to spring 2023. I worked as a level and quest designer on the project where I took content from inception to Beta and saved content that could have hit the cutting room floor. During this time I led an exotic quest that was used as part of the benchmark for the project and contributed to 3 main quests in total.Design Goals
• Balance the responsibilities of quest and level design to deliver benchmark content.
• Improve collaboration skills on a global project and be fantastic AAA collaborator.
• Bring outstanding energy, creativity and passion to the team dynamic.Learning Outcomes
• Practical experience with co-op / multiplayer and open world level and quest design.
• Championing exotic content within a project - always pushing for the best and most fresh experience for players.
• Leadership skills in driving a cross discipline cabal as the main stakeholder.
Benchmark Quest - A Queen's Vision - Gameplay
Shared Ownership Quest - Rising Pressure - Gameplay
Sniper Elite VR
Shipped : 8 July, 2021
Duration of contribution : 2 years 1 months
Summer 2018 to Summer 2020
Sniper Elite VR is a World War II stealth action shooter set in the Sniper Elite universe. I worked on this project for Just Add Water Developments Ltd who closely collaborated with Rebellion to bring the game to players.Design Goals
• Design high-quality missions for FPS VR that also stay true to the Sniper Elite franchise.
• Implement missions and levels utilizing strong collaboration with other departments.Learning Outcomes
• Practical knowledge of mission design concepts and practical implementation; including gameplay scripting using proprietary tools.
• Hands-on whiteboxing and implementation skills; taking levels from initial design to final playable environments.
Sabotage
In Sabotage players must guide a friendly NPC through a deadly fuel depot, concluding with an epic gameplay set piece putting an end to the base. Players can take this mission with stealth or full-blown carnage.Design Goals
• Create the experience of a "guardian angel" putting an NPC in danger rather than the player.
• Provide a gameplay experience that is 100% about being a sniper in VR.Learning Outcomes
• How to design and implement NPC escort design and avoid frustration.
• Creating an exotic piece of content that is unlike any other mission in the game.
Sabotage
Level Design Breakdown
No One is Safe
In None is Safe, players must kill a high ranking general without raising the alarm. The mission features multiple routes, amazing long shots and a classic Sniper Elite feeling.Design Goals
• Create a level that feels like a classic Sniper Elite level in VR.
• Create the experience that players are a cold, calculated and stealthy sniper.Learning Outcomes
• Creating a linear level that provides player choice in the layout.
• Designing a memorable moment using gameplay unique to Sniper Elite VR.
No One is safe
Level Design Breakdown
Lighthouse
Lighthouse is the jaw-dropping conclusion to Sniper Elite VR. Players must storm a fortress against all odds pushing their skills to the limit. Assaulting the beaches to the lighthouse will finish the partisan's story with one last epic shot.Design Goals
• Conclude the game with a suitable climatic finale.
• Provide a significant challenge while not pushing players away from seeing the ending.Learning Outcomes
• Tightly balancing combat and difficulty.
• Creating a well-paced mission with down beats, gameplay variation and set pieces.
The Lighthouse
Level Design Breakdown
Minecraft Dungeons: the Hidden Depths
Shipped : May 26, 2021
Duration of contribution : 8 Months
Summer 2020 - Spring 2021
Minecraft: Dungeons is an approachable ARPG with procedural levels and loot. I worked at Radical Forge who have partnered with Double 11 to realize the Hidden Depths DLC.Design Goals
• Design levels that are engaging and compelling for both kids and adults.
• Make missions "surprise and delight" not once but many times.Learning Outcomes
• Core understanding around designing for replay and randomness in content.
• Understanding how to build and improve on others designs.
Lava Monument
Lava Monument is a secret awe-inspiring quest into the heart of a volcano in search of precious loot. The level features a bespoke gameplay ingredient - the lava platform that rises and falls which is used in a number of creative and exciting ways.Design Goals
• Effectively use a unique mechanic in a variety of creative ways throughout the level
• Create a level that truly surprises and delights the player start to finishLearning Outcomes
• How to provide an elegant tutorial and effectively use a unique mechanic start to finish.
• Creating "wow" moments using visuals, mechanics, loot and atmosphere.
Lava Monument
Level Design breakdown
Twilight Cavern
Twilight Cavern is a massive twisting and turning cave network. Players will feel isolated and like they're unlocking the mystery of Radiant Ravine, a main dungeon unlocked in this level.Design Goals
• Build an entire level around the anticipation of the Radiant Ravine unlock.
• Create a feeling of isolation, mystery and wonder.Learning Outcomes
• Creating a unique tone and style even when similar to other content in the game.
• Creating a hyper-random dungeon.
Twilight Cavern
Level Design breakdown
Dry Dry Dungeon
Dry Dry Dungeon is an exciting pace-breaker sub dungeon. Players are faced with questions about the long gone civilization that once lived in the structure.Design Goals
• Tell a compelling and exciting narrative without words and leave the answers up to players.
• Break up the routine of the main dungeon by reusing other gameplay elements from Minecraft Dungeons.Learning Outcomes
• Championing the original design intention while also making the best creative choices for players.
• Making players feel like they're uncovering a huge secret and rewarding them outside of loot.
Dry Dry Dungeon
Level Design breakdown
About Oliver
Hello hello! I'm Oliver, a level designer with creative flair and undying passion. Crafting unique experiences with elegant design is my life's work. I am energized by hands on development, in-depth feedback sessions and solving complex problems collaboratively.Currently I am working full time as a director at OMG LTD, and I was previously a senior level designer at ZA/UM, a level and quest designer at Ubisoft Reflections, and a LD at Radical Forge and Just Add Water Developments Ltd. I was also a design director and founder at Negative Karma which is still going to this day.When not designing games I can often be found reading up on Empire LARP, watching documentaries, playing games or having conversations with people I care about. I've been making video games for 12 years (6 of those professionally) and don't plan on stopping anytime soon!
Academia
Sharing the joy of making games is something that I am lucky enough to also do professionally alongside my day to day work in the industry. My teaching includes level design, supervising masters dissertations, delivering onsite workshops and reviewing course content.To be a small part of student's game development journeys is something I take great pride in.
Talks and More
Over the years I've given a number of talks and other activities with the intent to inspire and inform students and peers.
2024
Into Games - Master the Recipe For Level Design with Oliver William Walker
2023
WASD Convention: Level Design Portfolios Talk
Develop Brighton Conference: TikTok Game Dev - The Eldritch Horror - How to Create Powerful Content
Teesside University - Journeyman Project 2023 Judge
Leeds Beckett University - Main Quest: My Journey - Lecture
Organizer of Ubisoft Reflections and Teesside University Global Game Jam Event 2023
2022
Ulster University - Day in the life AAA Development
Organizer of Ubisoft Reflections and Teesside University Global Game Jam Event 2022
2021
Ulster University - Level Design Live BlockOut and Q&A
Leeds Beckett Game Jam 2021/2022 - Judge and Mentor
Ulster University - Level Design "ShotGun" Lecture
National Film & TV School Game Development Masters Project - Review and Guidance
2020
Motivation, Good Habits and How to Learn - LevelUp Live Panel
How Game Design Can Tell a Story - The Student Art Podcast
A Game Devs Journey - Side Quest: Conference Talk
Stafford College Global Game Jam - Mentoring and Participant
2019
Manchester Gamers Unite Nov 2019 - Showcase and Interview
Level Design 101 - EGX 2019 Talk
Oliver Walker Level Design Tips - Level Design Lobby Podcast
Unraveling Undertale - GamesIndustry.Biz Article
Your first 6 Months in the Games Industry - EGX Rezzed Talk
2018
A beginning in game dev - CoachingForGeeks Podcast
Disabilities in the games industry - EGX Fringe Theatre 2018
Content Creation
TikTok
Content creation has always brought me great joy. I've been posting on TikTok since 2020 - I really doubled down in 2022 and posted every day for the first 7 months of the year.We talk all things game dev, from the design of open world games to creating a playable level in 30 minutes or just a cheeky game creation joke.I got my start watching Extra Credits as a teenager. If I can inspire creators in a similar way that would be pretty neat.
Podcast
The Game Dev Garden was my podcast project that ran for the first half of 2021. The show was all about deep conversation, game development curiosity and mental health. It was also a core goal of mine to maintain a diverse group of guests from across industry.The project is currently on hold but I do plan on recording at least one more episode to wrap the project.
Pet Projects
There are some projects that I have worked on that I love too much to leave off my website. Here is a little bonus collection of games I worked on that are close to my heart.
Contact Oliver
(Videogame ideas will not be read for legal reasons)
You made it to the end! Truly raising the bar!
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