CM Labs Products
Collaborative?: Multiple Teams // Tools: Unity 6, Vortex Engine, Atlassian Suite // Timeline: 1 year
Role: Senior Technical Level Designer
3D/VR Simulations set in interactive cabin style simulators with steering, multiple HUD, and gyroscopic output used to simulate traffic system and construction products.
Contributions
Mission Design: mapped, implemented, playtested, and reviewed over a dozen mission designs from concept to shipping completed states across multiple products.
Documentation: Mission documents, feature specifications and workflow documents, localization spreadsheets, etc. Championed the use of documentation to improve team efficiency and collaboration.
Revision: Worked directly with clients, product owners, other designers and QA to reach an ideal state for all missions and levels. Implemented new features and systems where necessary and provided frequent input and feedback on fellow teammates designs.
Team Management: led team meetings, oversaw workflow tools such as localization implementation, and provided methods for improvement across the team as opportunities dynamically.
Products
Commercial Driver’s License (Class A) - Trucks and Trailers
Excavator Line Products (Mini, Standard, Attachments)
Technical Design
During my time, I wore both level design and technical design hats. In the various products above, I developed systems and features which could be dropped into levels for quick deployment alongside extensive documentation to explain their functionality. These often were due to a new technological need requested from customers or a requirement of new technology the company explored as new products were developed. Some of these features and systems included:
Traffic System: A fully functional traffic system with elevation, intelligent traffic, faults, metrics, lanes, intersections, and more were implemented after investigating commercial options and an in-house custom solution. Additionally, this technology was leveraged with the company’s in house physics engine which worked in tandem with Unity 6 to simulate the traffic, user input, vehicle and world physics, and graphics rendering.
Custom Visual Displays: A modular system was created to allow users to gain rear, side, and drone views whenever necessary, and up to any number of displays the user might require.
Localization Workflow: Two different workflows were utilized during my time: one which imported localized text for display in live time from .xlsx documents, and another which used locally stored .ts documentation. This workflow was adapted for other tools built in house such as a series of video tutorials to be display on playtime.
Vehicle Attachments: When users needed to attach equipment to their vehicle (i.e. trailers, claws, etc.), technology was developed to accommodate for this and adapt it to the standards used across an ecosystem of products used throughout the company.