Dishonored
About the game
Dishonored is an immersive first-person action game that casts you as a supernatural assassin driven by revenge.
With Dishonored's flexible combat system, creatively eliminate your targets as you combine the supernatural abilities, weapons and unusual gadgets at your disposal.
Pursue your enemies under the cover of darkness or ruthlessly attack them head on with weapons drawn.
The outcome of each mission plays out based on the choices you make.
Release date: 9 October 2012
Platforms: PC, PS3, Xbox 360
Developer: Arkane Studios
Publisher: Bethesda Softworks
Engine: Unreal Engine 3
My role
I was the Level Designer in charge of the fourth mission of the game, The Royal Physician.
The mission main objective is to Abduct Anton Sokolov and bring him back to our headquarters.
It is located on Kaldwin's Bridge, a bridge with buildings along it similar to what existed on London Bridge a few centuries ago.
More info about my work
Initially, me and the Level Artist working on this level were given a short brief about the main objective and the location where this was supposed to happen.
From there, I worked on the
mission design to flesh out the main objective and propose some secondary ones.
In collaboration with the Level Artist all along the production, we worked on the
layout of the level, from references gathering to blockout prototyping and then iterating over and over. The mission is made of 4 levels connected together.
One of the main challenge was to keep enough freedom and diversity on a level which is basically a linear bridge and a main objective not offering the classic lethal / non lethal options we usually had.
I was in charge of placing and setting up all the
enemies and
other challenges like security devices, one of which being the
Arc Pylons which were introduced in this mission.
As we did for all missions, this included both a
Low Chaos and a
High Chaos variation of the level to keep a reactive world based on player choices along the game.
On top of that, I was also responsible for designing the different
puzzles encountered in the level (finding the safes combination for example), and placing the different elements like loot, notes, interactive elements, etc...
All the
scripting was handled by me for any of these elements as well as the narrative scenes happening on Kaldwin's Bridge.
Although the 2 persons in charge of this level were me and a Level Artist, this mission is of course the result of the collaboration of an entire team.
More info about this mission from this community wiki:
https://dishonored.fandom.com/wiki/The_Royal_Physician
A player going through the mission:
https://www.youtube.com/watch?v=6r83oXVsmu4