Azi Marquis
Contact
Email:
asoleris@outlook.com
World Builder / Level Designer
About Me
Heya, I'm Azi! I'm a world builder/level designer with about 5+ years of experience from various mod projects and indie titles.
My skillset at a glance:
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Terrain sculpting/painting
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Set dressing
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Level layouts
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Level composition
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Level optimization
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Blockouts (Using UE4/5 tools)
Types of games I've worked on:
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Zombie Survival
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WW2 Tactical FPS
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Post-Apoc RPG
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Dinosaur Survival MMO
Some games/series I love playing:
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Final Fantasy 14
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Final Fantasy 11
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Final Fantasy 7 Remakes (& classic)
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Kingdom Come: Deliverance
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Most Bethesda RPGs
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NieR series
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Most FromSoftware games
Resume
Experience
Alderon Games
Level Designer, Remote
January 2023 - Present
Responsibilities:
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Created greybox block-outs using in-editor tools for a variety of POIs on the map.
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Created 2D block-out maps in Photoshop for exterior and interior planning.
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Created a simple, base narrative for locations to be designed around.
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Sculpted and painted terrain using UE5's built-in terrain editing tools.
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Placed assets and set-dressed exterior and interior POIs.
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Collaborated with 3D Artists on environment art requirements.
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Took ownership during multiple stages of the level design process, including layout, set-dressing, environmental storytelling, & optimization.
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Iterated on level designs based on feedback from project leads to meet expectations of flow, detailing, narrative, & environmental composition.
Periscope Games
Junior Level Designer, Remote
May 2021 - December 2022
Responsibilities:
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Created a basic block-out for an idea of POI placement and flow.
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Created 2D block-out maps in Photoshop for exterior and interior planning.
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Sculpted and painted terrain using UE4's built-in terrain editing tools.
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Placed assets and set-dressed exterior and interior POIs.
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Collaborated with 3D Artists on environment art requirements.
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Worked alongside project leads and QA to design and meet expectations of flow, historical accuracy, and environmental composition.
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Designed a 2D map in Photoshop to be used as a player minimap for the level.
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Worked alongside project leads and QA to optimize the map.
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Researched WW2 era reference photos to concept parts of the map and maintain historical accuracy.
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Set up several gameplay layers using Squad 44's proprietary layer creation system.
QI Software
Junior Level Designer, Remote
March 2020 - April 2021
Responsibilities:
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Created 2D block-out maps in Photoshop for exterior and interior planning.
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Sculpted and painted terrain using UE4's built-in terrain editing tools.
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Placed assets and set-dressed exterior and interior POIs.
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Collaborated with 3D Artists on environment art requirements.
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Used various modular kits to create structures such as buildings, caves, bridges, and pipelines.
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Lit interiors using proprietary light BPs made by senior team members.
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Balanced, edited and created loot tables using Dead Matter's proprietary loot system.
Team F4NV (Mod Project)
Level Designer & Lead Level Designer, Remote
March 2018 - June 2021
Responsibilities:
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Sculpted and painted terrain using Creation Kit's built-in terrain editing tools.
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Placed assets, items, containers, & set-dressed exterior and interior POIs.
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Collaborated with 3D Artists to get needed assets and kits created.
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Re-imagined levels from Fallout: New Vegas using reference images and videos.
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Actor (NPCs, creatures, etc.) placement and basic edits (appearance, stats, etc.).
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Designed loot tables using Creation Kit's built-in tools.
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Manual navmesh placement using Creation Kit's built-in tools.
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LOD generation (in-engine and with 3rd party software)
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Creating archive (ba2) files using Bethesda's Archive2 program
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Merged other level designer's work using Creation Kit's Version Control system