Update 1.7
timeframe: approx. 3 months
sparta
900m x 310m, 3 decks
inherited from previous level designer on top of my own responsibilities
designed and implemented 13 missions of different types
received and acted upon feedback from ip holders
worked intentionally with player and enemy metrics to ensure proper navigation through tight spaces
handled all set dressing and lighting
delivered on time to match the release of a galactic front story update
focused on:
full-map utilization during missions
environmental storytelling
gameplay intentions:
encourage player exploration
promote player loadout experimentation with enemies of all types present
problems solved:
during playtests, players were often confused about where to go → collaborated with environment artist on p.o.i. creation to ensure player recognition and memorability, and on signage creation to better guide players
previous decisions with level set-up and creation led to incredibly slow load times and sublevel failure → suggested splitting the map into 3 separate ones (one per deck) and set dressed in a way to give players the illusion of a larger space
s.o.g. missions 26-32
7 multi-stage, single player missions
condensed 15 missions down to 7, utilizing previously recorded content
worked closely with audio director to tell a continuous narrative throughout all missions
added extra set dressing to the sparta map to tie in to narrative design
collaborated with another designer to produce all 7 missions within an approx. 2 week timeframe
curated enemy spawns with trigger volumes to gradually increase difficulty throughout the missions
worked closely with qa team to properly document mission flow and intentions
focused on:
guiding players through the level with set dressing, lighting, and blocking off pathways thematically
intentional enemy spawns to increase difficulty and intensity
gameplay intentions:
ensure each mission is different to avoid repetitive, un-exciting experiences
engage players with the narrative by tying in the objective type to the in-game voicelines
problems solved:
enemies either weren’t spawning or weren’t pathing to players → determined the issue was related to navigation mesh issues, and collaborated with programmer to adjust the way the modifiers and volumes were set up
player and a.i. player spawns weren’t working properly and resulted in inability to path to objectives and mission failure → changed the way players spawned in to fit thematically, but to also ensure proper spawning every time; tagged each spawner correctly and set up with mission data