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.