Alex GranerGame designer
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My Resume


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​​My Work History

​Wildlight Entertainment - Highguard:
Senior Level Designer (August 2024 - February 2026)
  • Rapidly explored early designs for large maps & bases, aiding the development of new IP, core mode & game
  • Had full ownership of levels, working directly with multiple departments to bring maps to AAA quality
  • Juggled working on multiple maps at once, polishing/bug fixing maps releasing with game while designing/iterating other maps in various stages of development
  • Stayed agile in development as Highguard's mode/systems changed during development, resulting in rapid iterations to existing & in-development maps
  • Independently explored and designed various types of bases & POIs, innovating and melding strong themes into gameplay opportunities

ProbablyMonsters - Incubation PvP Project:
Advanced Senior Level Designer (April 2024 - August 2024)
  • Led Level Design exploration for competitive PvP shooter
  • Worked directly with Art Directors & Concept Artists to explore IP's world building and locations that captured spy-themed combat environments
  • Melded unique locations with gameplay features/environmental interactions for engaging PvP map experiences that stood out from one another
  • Independently and rapidly prototyped map features and level blockouts
​
Ridgeline Games - Battlefield 6 (Original) Campaign:
Level/Game Designer (March 2023 - March 2024)
  • As one of the most experienced Level Designers on the team, I helped form LD team's workflow & trained newer designers, stepping in for Lead LD as needed for critical meetings
  • Led design and development on studio's Vertical Slice (New York/Brooklyn) Mission from the ground up, building multiple versions of Dumbo/Brooklyn, NY into open sandbox environments that worked for BF6's systems, gameplay, & AI designs
  • I worked with studio heads, various departments, and Narrative to pitch and design different versions and themes for the NY/Vertical Slice mission, capturing every departments' goals
  • Prototyped & explored ambitious designs for BF6's campaign, where most mission had a mix of open world and linear, scripted segments, offering main and optional tasks, changing events/gameplay moments based on Player's actions
  • Worked with other BF Studios in other countries to learn/collaborate on systems & designs for BF6, and created tutorials & general design practices on Confluence for Ridgeline team to use based on my learnings from legacy BF teams

Respawn Entertainment - Unannounced Single-Player Project:
Level/Game Designer (April 2022 - February 2023)
  • Helped lead & prototyped new designs/systems for Single-Player game set in the Titanfall/Apex Legends universe
  • Led key aspects of Design for game, greatly assisting Lead Designer to explore and realize direction of overall project
  • Quickly designed/prototyped unique missions, environmental gameplay events & puzzles, scripted narrative beats, new enemy types, AI enemy encounters, and player movement options
  • Worked directly with an Engineer to revamp Player/Pilot movement options, creating new run-and-gun gameplay and Player Power fantasy possibilities
  • Designed and scripted "Tutorial" mission showcasing new Player movement system & gameplay possibilities for the team, included scripted events and narrative beats, realizing and setting new player/map metrics for designers to follow

Respawn Entertainment - Apex Legends:
Level Designer (December 2018 - April 2022)
  • Designed and owned map designs for Apex Legends from concept to ship, including Town Takeovers, Map Updates, and Arenas maps, collaborating directly with various departments and Leads throughout map's development
  • Led initial map development on Town Takeovers and Arenas (3v3) mode, realizing soft rules that made maps work for team to learn from and use for future maps
  • Trained new LDs as team grew, coaching them on best LD practices for Apex's gameplay/characters & FPS multiplayer designs overall, building them up as independent Designers
  • Had full ownership for every map I designed, including entire BR maps, having full responsibility over final work and ensuring maps released at highest quality
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