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

additional images

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

additional images

sparta