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 design, concept team, and Art Direction.
Created initial massout of Raid and player journey.
Gameplay design on two traversal 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 five encounter arenas and three traversals.
Hero-piece palette items, minor texture work, functional-only lighting.
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Timestamps:
00:00:32 - 00:01:15
Greybox Massout, Palette Architecting, Player Journey Design for opening door and secret entrance.
00:01:15 - 00:01:40
Greybox Massout, Palette Architecting, Finishing, Closing for traversal to opening encounter.
00:09:42 - 00:16:22
Paper Level Design, Greybox Massout, Palette Architecting, Finishing, Closing for second Raid encounter arena(s), all floors vs Shuro Chi, the Corrupted.
00:16:22 - 00:18:00
Greybox Massout, Palette Architecting, Finishing, Closing for traversal from second encounter to broken bridge jumping puzzle. Jumping Puzzle Design for hidden reward chest.
00:18:00 - 00:20:30
Paper prototyped and designed broken bridge jumping puzzle. Rigged and animated assets. Greybox Massout, Palette Architecting, Finishing, Closing for environment art through jumping puzzle.
00:22:55 - 00:25:25
Paper Level Design, Greybox Massout, Palette Architecting, Finishing, Closing for third Raid encounter arena vs Morgeth, the Spirekeeper.
00:25:25 - 00:26:30
Paper Level Design, Greybox Massout, Palette Architecting for traversal to fourth Raid encounter.
00:28:30 - 00:34:45
Paper Encounter Design and First Prototype Design for fourth Raid Encounter, the Vault. Paper Level Design, Greybox Massout, Palette Architecting for the Vault arena.
00:36:00 - 00:37:50
Palette Architecting, Minor Finishing on fifth Raid Encounter arena(s) for Riven of a Thousand Voices.
00:37:50 - 00:38:30
Jumping Puzzle Design, Greybox Massout, Palette Architecting, Finishing for final stand jumping puzzle.
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