Ghost Recon: Breakpoint



Level Design : Wild Density

  • Utilizing the engine’s pre-integrated Houdini, I adjusted parameters for the occurrence of wild events and the spawning of patrols to ensure that the player always encounters enemies in the wilderness, without it becoming overwhelming.
  • I designed patrol formations and determined the placement of enemies.
  • During the debugging process, I manually removed certain Houdini points when their placement was not suitable, such as in water.


Level Design : Drone Patrols

  • To ensure that players have access to crafting resources related to them, I have designated specific wild areas all across the map where drones will consistently spawn.
  • Using the terrain topology and landmarks such as towers, I have established looping patrol points for the drones.
  • Additionally, I have created specific formation positions for each drone type, ensuring, by example, that the air drones swarm without colliding into each other. »