Andrew Hopps
425-260-7312 | ahopps@live.com

2020: World Lead on Deep Stone Crypt Raid


Primary Responsibilities:

  • Worked with Art, Creative and Narrative Direction to define player journey, set quality bar, review progress, and deliver milestones.
  • Drove high level layout of Raid 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 Raid.
  • In charge of World Art production backlog and rituals, as well as organizing Art Syncs and reviews.
  • Alignment with all Raid 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:

  • Specced destination bubble diagram and outlined player journey setting and tone, working with concept team and Art Direction.
  • 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 two encounter arenas and three traversals.
  • Gameplay design on two traversals.
  • Hero-piece palette items, minor texture work, functional-only lighting.



  • Timestamps:

    00:07:06 - 00:10:23
  • Paper Level Design, Greybox Massout, Palette Architecting, Finishing, Closing for opening Raid encounter arena and traversal lab hallways.
  • 00:21:00 - 00:26:00
  • Paper prototyped and designed Space Walk jumping puzzle. Greybox Massout, Palette Architecting, for space walk environment art.
  • 00:27:15 - 00:27:45
  • Palette Architecting, Finishing, Closing for traversal through traversal lab hallways.
  • 00:28:00 - 00:35:33
  • Palette Architecting, Finishing, Closing for third Raid arena, Greybox Massout, Palette Architecting, Finishing, Closing for crashed ship hallway.