Primary Responsibilities:
Worked with Art, Creative, Design, and Narrative Direction to define player journey, set quality bar, review progress, and deliver
milestones.
Drove high level layout of Dreadnaught destination, theming and reference for setting and player journey, concept requests, and interstitial traversal design.
Defined level design and environment art quality bar and provided direction/feedback to supporting World Art team on destination.
In charge of World Art production backlog and rituals, as well as organizing Art Syncs and reviews.
Alignment with all Destination activity stakeholders to deliver a cohesive experience at a high quality bar.
Mastery of all phases of World Art from bubble diagram through massout, architecting, finishing, perf/memory, and closing.
Major IC Contributions:
Rolled on to in-flight destination massout, overseeing rework of major level design gestures to improve layout, interconnectivity, and gameplay.
Worked with team of World Artists to upgrade level design throughout destination.
Gameplay design on numerous destination secrets and hidden puzzles.
Massout (greybox), Architecting (palettization), Finishing (decal, decorator, final polish, playtest iteration) and Closing (bug fixing, perf/memory) from paper prototype designs to shipped product on four bubbles and many traversals, including level design for final Campaign villain Oryx encounter arena.
Hero-piece palette items, minor palette work, minor texture work, functional-only lighting.
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