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Blind Squirrel Games - State of Decay 3
Blind Squirrel Games
Team:
Fully integrated Co-Dev, reporting directly to client's Lead LD
Focus:
Defining Workflows (World + POIs + Others)
Creating Example Content
Blind Squirrel - Delta Force Hawk Ops
Team:
Siloed Co-Dev, developing SP Campaign with client feedback.
Focus:
Defining Workflows (Scripting)
Cinematic, AI and Gameplay Scripting
Hangar 13 - Project VOLT (cancelled)
Team:
On Site, developing SP Campaign Missions.
Focus:
Player Guidance, Vistas & Gameplay Scripting
Hangar 13
Ubisoft - Rainbow Six Extraction
Ubisoft
Team:
On Site, developing SP / Co-op Arenas
Focus:
Lines of Sight, Navigational Flow & Distinct Callouts
Ubisoft - Ghost Recon Breakpoint
Team:
On Site, developing SP / Co-op Points of Interest
Focus:
Terrain Worldbuilding, AI Pathing & Player Paths
KeokeN - Deliver Us The Moon
Team:
On Site, developing SP Campaign Missions.
Focus:
Gameplay Scripting & Kitbashing
KeokeN
ABOUT ME
About Me
Anker 1
Anker 2
Who am I and how can I help you succeed?
A Dutch AAA Level Designer with an appetite for gamejams, I have been immersed in Game Development since 2013.
I have 7 years of professional experience in which I've had 3 multi-platform releases, with 2 more announced multi-platform titles on the way.
My focus in on Level Design.
In the domain of Level Design, I have worked on:
- SP and Co-op Open World POIs
- SP and Co-op Arenas
- SP and Co-op Story-Driven Linear Missions
I am a highly proactive collaborator and an excellent communicator. I focus on identifying and resolving unknowns in order to iterate quicker and avoid churn. Similarly I seek out input and feedback from other departments as it has time and again enriched my designs.
I value personal growth and will actively seek it out.
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