Contracted as a Level Designer to assist with the completion of Wolfenstien II: The New Colossus. Responsibilities included:
• Assist with blockout iteration for sections of multiple levels of the game
• Create, implement, maintain and bugfix 2D Journal map for the entire game
• Assist with collision maintenance and fixes for multiple levels of the game
I designed a lot of different areas on different levels for the most part rather than owning entire levels myself, which meant constant collaboration with other disciplines and synchronizing my own work with theirs, adapting to feedback and coming up with solutions that worked on multiple fronts for multiple people as well as providing feedback to others that would in turn improve and alleviate my own workflow.
With the goal of helping other disciplines understand the intent of an area and how to develop it further,
a lot of effort was put into showcasing the design through:
Here are just a few examples of areas I worked on:
Chapter 3 - Part 2: Manhattan State Building
Responsibilities included:
Iterated on the blockout for the area at the foot of the State building, leading up to the end of the level, taking into account:
- Refactoring initial blockout to use modular asset set
- General level flow
- Player guidance/orientation
- LoS/Combat distances
- Enemy spawn locations
Chapter 7 - Part 2: Manhattan Bunker
Responsibilities included:
Iterated on initial blockout for the whole level, with a focus on:
- Options for player ability usage
- General level flow
- Redesigned the layout of certain spaces to improve player guidance
- Enemy placement and balancing
Chapter 9 - Part 2: Venus Surface, Districts 1 and 2 (Side Missions)
Responsibilities included:
- Design of the player path, repurposing parts of the existing map
- Design of additional new spaces only accessible in the side mission
Journal Maps
Responsible for creating, implementing and maintaining all 2D Journal maps. Work included:
- Creating/clean-up/maintenance of source geometry (using Modo) to base the map images on
- Export of EPS data from Modo to Adobe Illustrator
- Clean-up and polish/visual style pass in Illustrator
- Export of image data from Illustrator to Flash
- Set-up of map volumes and scripted entities in the level editor
These maps are also featured in the PrimaGames Collector's Edition Strategy Guide for the game.