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

2020: World Lead on Prophecy 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, themes, and tone.
  • Gameplay design on major dungeon mechanic, one encounter, and two traversals.
  • 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 two traversals.
  • Hero-piece palette items, minor texture work, functional-only lighting.



  • Timestamps:

    00:08:20 - 00:11:55
  • Paper Level Design, Greybox Massout, Palette Architecting, Finishing, Closing for traversal to opening Raid encounter.
  • 00:22:50 - 00:28:00
  • Paper Level Design, Greybox Massout, Palette Architecting, Finishing, Closing for opening Raid encounter, Heaven/Hell.
  • 00:28:21 - 00:35:48
  • Paper Encounter Design and First Prototype Design for second Raid encounter, Wasteland. Paper Level Design, Greybox Massout, Palette Architecting, Finishing, Closing for second Raid encounter, Wasteland.
  • 00:35:50 - 00:44:00
  • Primary level rotation mechanic Design and First Prototype for third Raid encounter, Hexahedron.. Paper Level Design, Greybox Massout, Palette Architecting, Finishing, Closing for third Raid encounter, Hexahedron.