Portfolio
Cedric Fleury: Level designer with 20 years of experience. Has shipped multiple triple-A games, both competitive, cooperative, and single-player projects. Both as an individual contributor and in leading positions, depending on the project’s needs.
Projects
Showcase
Past projects in chronological order.
BigTime (Fully Remote)
Free to play ARPG in randomly generated environment from a small independent studio
Role
- Responsible for procedural dungeon generation alongside engineering to efficiently create content with limited assets
- Main user of In-House tools for procedural generation
- Setup systems for gameplay variation
- Art and Lighting
Dead Space (Fully Remote)
Remake of the original Dead Space on the frostbite engine as an interconnected no loading seamless experience
Role
- Worked with engineering to get the original geometry and assets in-game without access to the source code
- Created the whole game as one space with no loading screen in a spaceship that makes architectural sense.
- The project had all the geometry stand-in before preproduction was over and ready for the artists.
- Setup half the game chapters first pass and owned the last chapter
Streaming setup with engineers for the entire game - Designed the new exotic moments that replaced weak points of the original game (boss fights and asteroid shooting gallery)
Star Wars Squadrons (Fully Remote)
Spiritual successor to X-wing and TIE fighter built on frostbite engine
Role
Came in late as a fixer to ship the campaign
Created a full mission from scratch under an extremely tight deadline
Reworked the last 35 minutes of the game due to publisher feedback after the game went gold but before shipping
Gotham Knights
Action RPG single player or COOP taking place in Gotham City
Role
- Level Design Director
Setting direction from day 0 of the project
Rebuilt a team from scratch after a studio reboot
Set vision and direction
Hogwarts Legacy
Single Player RPG in the Harry Potter Universe
Role
- Brought in as a consultant to redefine the dungeon and interior experience
For Honor
Melee Action game in an original universe with a large emphasis on competitive multiplayer
Role
Designed and supervised to completion all competitive multiplayer levels of the game
Created the rules, best practices, and metrics for the competitive multiplayer levels
Designed and shipped the first “Hub” map being produced for the campaign
Designed and shipped the marketing map for the game announcement
Iterated on Game modes for the competitive multiplayer
FarCry 4
Open World First Person Shooter taking place in the Himalayas. Single Player, Coop and Competitive
Role
Defined the early coop vision for the game
Created the basic best practices for scripting Coop in the open world
Setup first activities, missions, situations and engagements for Coop
Defined and owned the vision for the open-world exploration and navigation
Define Level design rules for heavy performance optimisation
Created or supervised most of the open-world new “vertical exploration areas”
Hands-on macro-level open-world polish through the entire game for navigation,
exploration and situations
Army Of Two the Devil's Cartel
Coop focused Third Person Shooter Taking place in Mexico
Role
- Pod Lead
Responsible for successful marketing and green light demo
Lead multiple maps from first concept to finished product
Technical point of contact for outsourced level design
Trained a team of contractors to be efficient with the tools within a tight schedule
Army Of Two the 40th day
Coop and competitive Third Person Shooter
Role
- Game design: camera, movement and weapons balancing
- Level design on most competitive maps
- Art support
- Menu UI
Ghostbusters
Single player and Coop action game where you play as a new recruit along the original Ghostbusters
Role
Game design, prototyping, level design and scripting of cooperative levels
Coop Bosses design and creation
Feature scripting (host migration, join in progress, scripting library…)
Wolfenstein
Single player and Competitive First Person Shooter sequel to the grandfather of shooters
Role
Design of team-based multiplayer levels; building world geometry; scripting; lighting and texture
Lego Batman
Local SP/Coop action game
Role
Art and Level design