Open World
Prototyped and pitched many elements of the "Red Zone" open world second-to-second experience, with the aim to create the "resistance" feeling through enemy + ally asymmetry.
Built the layouts of multiple Red Zone districts to promote traversal mechanics and further reinforce the resistance underground feel.
Story Missions
Additionally built elements of multiple missions that populated the story threads, ranging from open world missions to traditional levels.
Demos
Frequently owned the creation and gameplay capture for demos, vertical slices and internal concepts, including the 2014 E3 demo below.