Ben Stoddard Download Resume Email me My LinkedIn Profile

Mafia 3

World Designer - 2015-2017

I was hired at Hangar 13 as a general Designer and was started off working on NPC world interactions, which are basic animation driven AI behavior throughout the living world. After E3 I was moved to a World Design position where I was in charge of open world combat areas and other activities throughout multiple districts.

Delray Hollow

Ownership of this district was passed between several designers, resulting in me having worked on all activities in this district to some extent. I ended up owning the drug dealing racket and connected activities in this district. Most work was combat layout along with NPC performances.


Responsibilities:

• Early combat layout work done for activities in the prostitution racket before ownership shifted to another designer.

• Owned drug dealing racket and connected activities.

• Since this was the beginning district, emphasis was on getting the player to progress through the area fast so combat spaces were smaller or less complex than other areas with a higher focus on narrative connection to their racket.

• General district wide workload of set dressing, cash drop locations, and owning static generated cover.

Pointe Verdun

This district was originally owned by designers at Certain Affinity but I was brought on to rebalance the combat encounters and adjust gameplay as mechanics were being finalized.


Responsibilities:

• This district was originally owned by designers at Certain Affinity but I was brought on to rebalance the combat encounters and adjust gameplay as mechanics were finalized, like patrol paths and NPC interactions.

• Adjustments to finalized combat space layouts, enemy types, weapon locations, etc.

• Added in narrative animation interactions for enemies.

• Finalized racket economy (how much money the player character can earn per activity in the whole racket).

• General district wide workload of set dressing, cash drop locations, and owning static generated cover.

Tickfaw Harbor

For Tickfaw Harbor I was responsible for all activities connected to the car theft ring which included the enforcer and information activities along with the randomized driver opportunities.


Responsibilities:

• Owned the Informant and Enforcer combat spaces for the car theft racket as well as enemy interaction and voice work for the Marina location.

• Created different type of ditrict activity which was the car thief activity. Performed alot of iterative testing for finalizing functionality as well as finding suitable locations for the activity as it had specific size requirements to function properly.

• General district wide workload of set dressing, cash drop locations, and owning static generated cover.

River Row

River Row was iterated on a lot since it was an early district which I was the sole designer on before more support was added. I was responsible for the extortion and contraband rackets, and connected informant, enforcer, and associated activities.


Responsibilities:

• Was sole designer on district before more support added later. Responsible for extortion and contraband rackets, connected Informant and Enforcer combat spaces, as well as associated activities.

• This district was one of the first ones worked on. Originally had about double the number of dedicated combat spaces before cutting happened.

• General district wide workload of set dressing, cash drop locations, and owning static generated cover.

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