Twine

H1Z1; H1Z1: King of the Kill; H1Z1: Just Survive

Leonard Gullo II
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  • Project creator

H1Z1 emerged as a groundbreaking massively multiplayer zombie survival game set in a post-apocalyptic rendition of the USA. Drawing inspiration from renowned titles like DayZ and Rust, H1Z1 ingeniously combined the best elements of both, crafting an immersive experience unlike any other. Powered by the ForgeLight engine, also utilized in Planetside 2, the game pushed boundaries in both gameplay and technology.

Upon joining the development team during its early stages, I initially focused on my expertise in level design. However, as the project evolved, it became evident that there were myriad roles to be filled and systems to be designed. Stepping up to the challenge, I expanded my responsibilities to encompass content and systems design, playing a pivotal role in shaping the game’s core mechanics.

Within a team comprising a combat designer, vehicle designer, and a research-focused associate, I assumed a multifaceted role, bridging the gap between various disciplines. I facilitated seamless communication between Art, Code, and Design teams, ensuring cohesion and progress across all facets of development.

My contributions extended beyond traditional level design, encompassing critical aspects such as itemization, item spawning mechanics, and the intricate systems governing body simulation and restraints. Moreover, I played a significant role in the creation and evolution of the Battle Royale mod, which led to the game’s split into two distinct SKUs: H1Z1: Just Survive, focusing on survival, and H1Z1: King of the Kill, dedicated solely to the explosive popularity of Battle Royale gameplay.

Throughout my tenure, I remained dedicated to driving progress and fostering collaboration, leveraging my expertise to guide art direction in level design and map creation while simultaneously refining and iterating upon gameplay systems to deliver an unparalleled gaming experience.