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

2019: World Lead on Pit of Heresy Dungeon


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 Dungeon 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 Dungeon.
  • In charge of World Art production backlog and rituals, as well as organizing Art Syncs and reviews.
  • Alignment with all Dungeon 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 one encounter and 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 three encounter arenas and three traversals.
  • Hero-piece palette items, minor texture work, functional-only lighting.



  • Timestamps:

    00:00:39 - 00:01:40
  • Paper Level Design, Greybox Massout, Palette Architecting, Finishing, Closing for opening Dungeon traversal.
  • 00:01:40 - 00:09:54
  • Paper Level Design, Greybox Massout, Palette Architecting, Finishing, Closing for opening Dungeon encounter arena.
  • 00:09:54 - 00:10:50
  • Design for traversal puzzle, Door Wall. Paper Level Design, Greybox Massout, Palette Architecting, Closing for traversal spaces and Door Wall.
  • 00:10:50 - 00:16:10
  • Paper Level Design, Greybox Massout, Palette Architecting, for second encounter arena.
  • 00:22:58 - 00:27:50
  • Design for traversal puzzle. Rigged and animated objects. Paper Level Design, Greybox Massout, Palette Architecting, Closing for traversal spaces, fourth encounter maze, and hallway to final chamber.