- Disclaimer: I am publishing new additions as they are made while working on this until it's fully complete.
For some, it might be enough to get a good idea of my work, even if I haven't added everything yet.
I worked as a Level Designer for over 4.5 years on Avatar: Frontiers of Pandora in various different teams at different production stages over the course of the project.
For example the Main Quest team and the Non-combat Locations team.
The team I spent the majority of my time on the project in was the Main Quest team where I worked all the way until the game was content complete in the lead up to release.
My responsibilities as a Level Designer working on the main quests for the game were:
For some more detailed breakdowns, here are a few examples of some of the main quest that I worked on over the course of the project:
Main Quest - Pandora (Intro)
First forays into the open world. Loose guidance without discouraging free exploration. Narrative context is you have just escaped and are searching for other survivors.
"What would a survivor do?"
"Don't get lost, follow the river."
Easily one of the biggest challenges on the LD side in a game with such incredibly dense and detailed jungle was guidance and readability. And this being part of the intro to the game it was even more important to make sure we tackled this early on. One of the main goals and challenges to this was to still keep it as organic as possible, so as not to clash drastically with the rest of "random nature" which had not been level designed.
Even if this initial mini open world area is located in a crater preventing too much exploration off the quest path, it was still possible to get lost. So there had to be extra effort put into clarity and guidance as much as possible in a forest environment like this.
Some of the methods I as a Level Designer used to create clarity and readability in this quest environment:
The next section of the quest was the abandoned RDA fueling station which was used as the narrative anchor and the player's first quest objective location.
My job was level implementation for the following requirements, since this is where the player gets their bow and where they learn about:
The next final section of the quest that I worked on was the path from the RDA fueling station up to the Resistance Headquarters, which was the next quest objective to reach.
Here the goal was to guide the player through signs of a "basecamp by the waterfall" and a beautiful and enjoyable climb to the top, introducing some traversal mechanics along the way. As well as giving the player a few good views of where they are currently in relation to their objective target at the top.
Main Quest - Take Flight
WIP
This was the quest where the player would finally be getting their very own Ikran flying mount.
Braving the dangers on the climb to the top of the Ikran rookery to make the bond.
I took over responsibility of the entire Ikran rookery level from its initial designer. Working closely with the Quest Designer and Environment Artist my contributions included:
The goal with the level was to experience the thrill of movement and the "butterflies in the stomach" climb to the top of the Ikran rookery floating mountains, with the ever presence of these majestic flying beasts that inhabit the mountain.
The quest location was even featured in an IGN Concept to Controller episode, and I'm quite proud of having been one of the people being part of bringing this quest and its location to life:
Main Quest - The Weeping Gorge
WIP
Quest location in the Upper Plains region of the map. About mid way through the game.
This location is an ancient and important cultural location for the Upper Plains Na'vi clan where their massive companion beasts, the Zakru, are laid to rest at the end of their lives.
I worked on this location from the initial conception stage (L0) up through to iterating on gameplay flow and level design adjustments after art passes (L2).
Non Combat Locations
WIP
Earlier in the project I also worked in the Non-combat Locations team creating small sized miscellaneous open world locations for the player to come across as they explore the world. A few minutes of gameplay snippets, usually with some sort of challenge to solve, and then a reward at the end.
The goal with these locations was to catch the player's attention and interest while exploring the world and provide some narrative and world building, but also short enough to not break the player's flow of more long term exploration goals like following a quest for example.
These designs were initially a big list of "elevator pitch" style idea sentences, for example:
"A huge hollow tree log fallen over a body of water. Can see through the sides to the loot inside but entry is blocked. To enter, dive into the water and swim into the log from an opening underneath (the same opening + water also visible when peeking inside the log, to give a hint)."
The ideas we liked the most were then blocked out using both art assets and blockout meshes, depending on what the idea was and what was available to get the idea playable as quickly as possible.
Some art assets, new (or more complete) game features and mechanics coming in during development, as well as the process of building the first of these locations even inspired ideas for more of these locations, that were subsequently built after.
Here are a few examples of these smaller open world locations that I designed: