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.
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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.
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