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BATTLEFIELD 6

WHAT I DID
 

  • Designed and implemented mission logic and objectives across the single-player campaign

  • Built gameplay systems and interactions using Frostbite schematics

  • Implemented checkpoints, combat spaces, and player triggers

  • Iterated on pacing and readability through internal playtests

  • Contributed to prototyping and implementation for Mission 9, supporting gameplay flow and objectives

  • Worked and iterated on swarm (crowd) behaviour for the level

  • Acted as a technical design point of contact, collaborating across teams and studios

  • Iterated on pacing and stability through internal playtests and milestone reviews

  • Collaborated cross-discipline and cross-studio with teams including Motive, DICE and Ripple Effect.
























 

 

 

 

DESIGN FOCUS
 

  • Ensuring the level functioned reliably from prototype to ship by supporting milestone goals, identifying and fixing gameplay and logic issues, and maintaining mission flow. This included working on key prototypes (such as the Jet gameplay in M09, Always Forward).

  • Owned the design and implementation of Swarm gameplay within the single-player campaign, translating an existing feature concept into functional mission gameplay and supporting its integration and iteration.

  • Ierating on level logic to keep the mission stable, readable, and shippable.
     

   



















 

 

 

 

 

 

 

 

 

SINGLE PLAYER CAMPAIGN TRAILER

 

 

 


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ENGINE

Frostbite

LANGUAGE

Schematics

ROLE

Technical Designer

SHIPPED
2025

  • GitHub
  • LinkedIn
  • YouTube
  • Itchio.com
  • Twitter
  • Hackerrank

©2025 by Carola Pettinato.

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