I worked with the newly founded team Elsewhere Entertainment on their brand new intellectual property.
Working on the project with the team demanded a degree of knowledge in using many different workflow programs, including Microsoft Teams for organizing, scheduling, and attending meetings, Slack for contacting team members and other Activision employees, and Miro for planning creative content.
Given that the game was new, there were a number of unique constraints that I had to tackle as an intern and as a game developer. Being brand new, the project had very limited assets to provide for use in level creation. Using their suite of proprietary AAA dev tools, I was able to generate 2-3 level blockouts using industry-standard design techniques. It also included programming, prototyping, and playtesting assets that work in the game's engine and that played to the strengths of the blockouts.
Working at Activision, if even for a summer, was paramount to developing my understanding of the games industry work environment. Working alongside a team of experienced veteran developers taught me a lot about how the level design process works, along with the daily workflow of a AAA team. Additionally, the team taught me valuable soft skills that serve to enhance my professionalism and my synergy as a teammate.