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.
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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.
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