FARID EL-NEMR resume (.pdf)
  • WATCH DOGS LEGION
  • WATCH DOGS 2
  • FAR CRY
    PRIMAL
  • ASSASSIN'S CREED
    UNITY
    SPLINTER CELL
    BLACKLIST
    UNDERGARDEN

    LEAD LEVEL DESIGN

    Leading a team of level designers on the latest entry in the Watchdogs brand Led the shaping of London's borough of Camden, including dozens of key locations of interest


    Directed level designers on layouts from concept to polish Worked closely with designers, programmers, artists to realize gameplay within key locations

    LEVEL DESIGN

    Served as level designer for the Stanford district of Silicon Valley, crafting its city block layouts Designed and implemented open-world puzzle locations throughout district


    Placed enemy AI setups across 5 locations for open-world infiltration zones with light narrative Ensured friendly drivability across entire district, added stunts for interesting moments


    (best enjoyed with sound)

    LEVEL DESIGN

    Created four large navigation caves meant for platforming and puzzle solving with a heavy emphasis on layout and player leading, overcoming the challenge of pitch black lighting Created four large encounter caves, with a strong emphasis on AI placement encouraging 360 gameplay, giving both stealth and assault options


    Helped make the massive open world more intuitive for the player experience by adding elements that ease traversal by foot

    LEVEL DESIGN

    Served as level designer for the Bievre district (1/6th the entire map of Paris) Used engine to shape neighbourhoods, ensuring smooth parkouring across district (rooftops and parkour facades)


    Placed dozens of collectables in locations of interest, and enemy AI setups defending them Populated district with NPC crowd life; thousands of hand-placed NPCs, walking paths for NPC AI


    (best enjoyed with sound)

    UI DESIGN

    Took ownership of design/look of various menu screens, in line with art director's vision Spearheaded and designed UI for "Gone Dark" in-game feature


    Developed and prototyped various visual effects that made it to the final game as well as the accompanying website and companion app (developed offsite) Ported all UI to PC version, making it friendly to both pad and mouse/keyboard setups

    LEVEL DESIGN


    Sketched 18 level design plans on paper, defining and connecting all puzzles into coherent levels
    Ensured proper level flow, progression, steady / consistent learning curve
    Brought designs to life by building and populating them in the in-house editor (with Box2D)



    PERSONAL GAME PROTOTYPE


    A personal project, currently in prototype form. Prototype in Game Maker, moving to Unity



    PERSONAL PROJECT


    Learned Scaleform between jobs and created this project. Designed and coded from scratch.