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

2019: World Lead on Garden of Salvation 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.
  • Gameplay design on three traversal puzzles.
  • Major Massout (greybox), Major Architecting (palettization), Minor Finishing (decal, decorator, final polish, playtest iteration) and Closing (bug fixing, perf/memory) from paper prototype designs to shipped product on one encounter arena and two traversals.
  • Hero-piece palette items, minor texture work, functional-only lighting.



  • Timestamps:

    00:01:07 - 00:01:33
  • Paper Level Design, Greybox Massout, Palette Architecting, Finishing, Closing for opening Raid entrance.
  • 00:10:07 - 00:21:56
  • Paper Level Design, Greybox Massout, Palette Architecting, Closing for second/third Raid encounter arena.
  • 00:21:56 - 00:24:00
  • Paper Encounter Design and First Prototype Design for traversal jumping puzzle, rotating windmills. Paper Level Design, Greybox Massout, Palette Architecting, Closing for traversal jumping puzzle.