Role: Level Designer
Duration: Oct 2016 - Dec 2017
Genre: Narrative Adventure
Engine: Unity
Platforms: PC, PS4, Xbox One, Mac, Linux, Mobile
Developer: Deck Nine Games
Team Size: ~55
Publisher: Square Enix
Release Date: Episodic
Awards:
Unity
C#
Visual Studio
Maya
Jira
Confluence
Perforce
Office
Inkscape
I was brought on to the team at Deck Nine at the end of the pre-production phase of the project as their first level designer. I began my work with the very first level of the game and went on to be responsible for approximately one third of the levels in the game. The level design team reported directly to one of the co-directors for the project and regularly communicated and collaborated with the environment and narrative teams. During my time working on the game I helped develop the studio’s level design process and created a number of tools to assist in the creation of levels.
Took levels from concept to polished final product:
Created and maintained documentation:
Performed research and developed tools:
I was responsible for one third of the levels over the course of the game. Three of my favorites are included below.
During the Overlook level Chloe (player character) and Rachel are playing hooky at a park’s overlook. Over the course of the level the player must find a way to pry open a viewfinder, spy on patrons in the park below with Rachel at a viewfinder, and steal a bottle of wine from a picnicking couple. (2:18:34 – 2:38:35)
During the Dormitories level Chloe must find a way into the dorms which she is not allowed to access. The player must distract the school’s janitor in order to steal his keys. This is done by scaring a bird off the quad in front of the dorms to get a student away from an exposed sprinkler then breaking the sprinkler. (1:33:16 – 1:55:00)
During the Amber House Office level Chloe has broken into Rachel’s father’s office to find contact information for Rachel’s real mother, Sera. While there Chloe discovers that Rachel’s father has arranged for Sera to be kidnapped by a local criminal (Damon) in exchange for destruction of evidence and information about who a police informant is. The player must find a way to destroy the evidence, search for information about the informant, decide which name to give Damon (it does not have to be the informant), and locate money that was promised to him. (2:01:56 – 2:26:10)