Christopher Cano Gonzalez


Level Design & Narrative


Worked on


Commandos: Origins

The long awaited sequel to the Commandos series.
Responsibilities:
Level Design

Detailed Responsibilities: Commandos: Origins
– Concepting several maps: Missions, Layout.
– Blockout and prototypes of several maps.
– Art asset placement and landscape texturing across all maps.
– Enemy placement and mission setup across all maps.
– Enemy puzzle balancing across all maps.


Shadows over Crete
& No man left behind

Two new campaigns and missions taking place in Greece and occupied France.
Responsibilities:
Level Design

Detailed Responsibilities: DLC 1 & 2
Much of the same of what I did for Origins:
– Concepting, blockouts, art asset placement, etc.
– Improving on level layouts and enemy puzzles using what I have learned from the base game.


Currently working on


Ryze - Coming Soon

Ryze is an unforgiving, quirky, 2D platformer.
Responsibilities:
Narrative Design
Level Design
Game Design

Detailed Responsibilities: Ryze
– Designing Level Mechanics.
– Balancing character mechanics.
– Creating and balancing the level.
– Establishing worldbuilding & narrative.
– Dialogue writing.


New Tomorrow

Currently in development at Claymore Game Studios.
Responsibilities:
Narrative Design
Level Design


About me


Christopher Cano Gonzalez is a level designer for double-A and indie video games with close to six years of experience. He started his path studying creative media and game technologies at Saxion in the Netherlands, finishing with a bachelor’s degree in applied science. After he worked on the revitalization of the Commandos series at Claymore Game Studios. There he has worked on building and designing maps for Commandos: Origins and its two DLCs, Shadows over Crete & No Man Left Behind.Currently he is working as part of a small indie studio, Idomi Games in his spare time, on Ryze, a challenging 2D precision platformer. At Claymore Game Studios, he is working on the as-yet-unannounced project New Tomorrow.While working on Ryze, Christopher started to work on the narrative aspect of the game. While still firmly a level designer, this new focus led to him jumping on the opportunity to work on the narrative of the yet unannounced game at Claymore Game Studios.