Hey there, my name is Scott.
I'm a level designer and a teacher.

See my portfolio, resume or contact me now!

Portfolio

Vancouver Film School

Level Designer Instructor
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Going to be teaching for a while!

Responsibilities

  • Updated entire level design curriculum with current and relevant industry experience.
  • Mentored students through the creative process of level design and project development.
  • Graded student’s work according to an objective and qualitative rubric to assess level design aptitude.
  • Taught students level design theory, practical processes, hands on tools and efficient workflows.

Watch Dogs

Level Designer
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Watch Dogs is an open world video game in which players control a man named Aiden Pearce, who can hack into various electronic devices tied to the city's central operating system (ctOS), allowing various methods for the player to solve numerous objectives.

Responsibilities

  • Designed and implemented a portion of the critical path, including final level/boss fight.
  • Conceived, prototyped and implemented multiple game ingredients and mission beat types.
  • Iterated content based on playtest and director feedback to bring owned missions to 4/5+ quality mark.
  • Point of contact for auditing and refactoring released junior level designer’s work.
  • “Power User" of proprietary level design tools.

[PROTOTYPE2]

Design Scripter
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[PROTOTYPE2] is an action sandbox game that lets the player become the ultimate badass. You play as James Heller, a sergeant in the army who comes back home to New York to find his wife and daughter killed by the Blacklight virus that was released by Alex Mercer. Now Heller will stop at nothing to get revenge on the man who took everything from him. The core of [PROTOTYPE2] is a power fantasy that’s cranked up to 11 the entire time.

I was responsible for about 1/3 of the open world mission content. This included setting up all the mission beats and logic, spawning and controlling enemies, set dressing and working closely writers and artists.

On the team I was mostly renowned for my high quality framer cameras to frame and add drama to important moments or gameplay reveals and my indepth knowledge of certain systems/components.

I was also responsible for a story mission and I championed the implementation of hunt targets and Black.net terminals, which are the in game interface for accessing open world missions.

Responsibilities

  • Designed and implemented a variety of story/open world missions.
  • Used Lua and proprietary placement tools to implement story/open world missions.
  • Created custom camera sequences in game for dramatic moments and important reveals.
  • Set dressed owned mission areas with props and ambient NPCs for world storytelling.
  • Worked closely with writers and artists to ensure custom content was cohesive with the mission.
  • Championed implementation of Black.net terminals and open world hunt targets.

SSX

Track Designer
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SSX is the reboot to the beloved arcadey boarding franchise. SSX will feature the most tracks out of any game in the entire series, thanks to new procedural track generation pipeline. There is also a new mantra for this instalment, “race it, trick it, survive it.” It also features a new approach to multiplayer and ghosting, with live events that can have up to thousands of people competing simultaneously.

My position on the team was as a track designer. There were brainstorms of initial terrain types which would be the building blocks of the tracks. The idea was to make track creation as modular and procedural as possible so an absurd amount of content could be created. The best way I can describe the process is that it was like trying to teach a computer how to design a track.

Responsibilities

  • Used Houdini and Python implement procedural rules for creating tracks.
  • Prototyped terrain types for gameplay proof of concepts.
  • Tackled track design issues and solved them with procedural solutions.

Pirates of the Caribbean: Armada of the Damned

Quest Designer
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Pirates of the Caribbean: Armada of the Damned was set to be an Action-Adventure-RPG. A game based around the player choosing to be a swashbuckling Legendary captain, or a supernatural Dreaded pirate. It was also set 15 years before the first film, to disassociate with the films and to give the game creative freedom.

My position on the team was a quest designer. I designed, implemented and maintained Act 2.1 (about 1/5th of the main story), one third of the First Mates quests, and over 10 other side quests. Act 2.1 and my first mate quests were regarded as the goal in quality level for quests across the game.

Throughout the team I was renowned for my creative problem solving skills and mastery of the tools. Such mastery allowed me to prototype NPC vs. NPC combat, which was thought to be a 30 day plus engineering task, in an afternoon.

I also designed and helped implement some environmental interaction mechanics to add a meta-layer of gameplay to some quest beats.

Responsibilities

  • Designed and implemented a portion of the main quest and over a dozen side quests.
  • Set up quest data (journal entries, markers, rewards, availability, etc.) and steps in the quest manager.
  • Set up gameplay (spawning NPCs, triggers, behaviours, conversations, etc.).
  • Worked closely with writers, animators and world artists to create coherent content.

Ajax and Argo

Designer & Programmer
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Ajax and Argo is a first person shooter mod developed in the Unreal Tournament 3 Engine. It was developed by the student group Mindless Entertainment during the Game Design course at Vancouver Film School. My main role on the project was programmer, but everyone on the team seconded as a designer. I also took the responsiblity of creating the level flow of the enviroments.

You play as Argo, the robotic defender of his artificial people, wielding Ajax, a powerful weapon that houses the entire AI of his people. It is Argos duty to protect Ajax and deliver him to safety from the merciless human race.

The Mark-III Argo has a heavy duty energy shield that can absorb different enemy projectile energies, then transfer them into Ajax to fire back. The energy that Argo transfers to Ajax and converts to fire back is always supercharged, making Ajax and Argo the deadliest robot due Elysium has ever witnessed.

Responsibilities

  • Helped conceptualize the vision for the game.
  • Contributed to designing game features and mechanics.
  • Established the content pipeline ASAP.
  • Made rapid prototypes of key features and mechanics.
  • Wrote all the code in UnrealScript.
  • Created level flow with BSP in Unreal Editor.
  • Tuned and balanced gaming variables.

Vertical Slice

Designer & Programmer
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Vertical Slice is a vertical scrolling action game developed in Flash 9.0. It was developed by the student group Mindless Entertainment during a Game Design course at Vancouver Film School. My main role on the project was coder, but everyone on the team seconded as a designer. I also created an easy to use level editor so the entire team could create encounters without a strong code understanding.

You play as the Black Ninja, slicing his way through waves of demons in the bamboo forest. Mouse over the screen and watch the Black Ninja follow your mouse horizontally with great style and aplomb. But the only way to keep the vertical momentum is to chop up the horned demons, so act quick and attack!

The Black Ninja has a throwing star powerup that gives him an extra boost if he can’t make it to the next enemy. Fear not if the Black Ninja fails and goes falling to the forest floor, he’ll be greeted by the heckling old man who pokes fun at the Black Ninjas ability to stay airborne.

Responsibilities

  • Helped conceptualize the vision for the game.
  • Contributed to designing game features and mechanics.
  • Managed and orginized the .fla.
  • Made rapid prototypes of key features and mechanics.
  • Wrote all the custom code in AS 2.0.
  • Created and implemented accessible level editor for whole team.
  • Tuned and balanced important variables.

Resume

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About Me

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Biography

I’ve had an enormous passion for video games ever since I played my first one on my dad’s Calecovision. The first time I encountered game development tools was when I was nine years old; I accidentally opened up the editor for Warcraft II instead of the game. Unbeknownst to me at the time, that was the start of my great adventure into the realm of game development.

When I’m not nose deep in game culture you can usually find me reading, playing guitar or travelling. My favourite books are sci-fi, psychology and mythology. I mostly play blues rock and funk. And I’ve been to over 15 countries, my second home being in Bali, Indonesia.

Contact

Contact information

Vancouver, British Columbia
Canada
scott.h.morin@gmail.com

You can find on

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