More info about my work
When joining this project, I started designing with another Level Designer the area called
The Complex which is located under the giant antenna in the center of Blackreef island. This area has a
rocky natural environment mixed with research facilities and old military bunkers.
Because of the specificities of this game, requiring the player to revisit the same locations at different time periods, each level designer was focused on specific time periods of a location but a big part of the work was also done on shared content, whether making sure the global structure of a level worked well in any context (doing missions, free roaming, multiplayer invasions, etc...) or handling consequences of previous actions for example.
For the shared part, we explored various options for the
layout of the area while also prototyping more in detail the locations where key missions were taking places.
I was personally focused on the
noon and
afternoon time periods of The Complex.
The
noon time period is the only time of day where you can explore the
Ordnance Depot bunker which is actually some kind of puzzle based side mission centered around batteries but also filled with dangers.
The
afternoon, on the contrary, is focused around the
encounter with Wenjie Evans, one of the Visionaries staying in her science laboratories. Because of the proximity with the Anomaly, there are actually
multiple Wenjies which you all have to eliminate. The laboratories are built around a central structure which has a
depressurization system, while also housing the
main experiment of the lab, allowing players to
preserve their gear between loops.
My work also included enemies setup, prototyping level mechanics, iterating on the layout to adapt for multiplayer, scripting, etc... but another Level Designer took over my work for the last 2 years of the production, so
I mostly worked on the early stages of this level.
Here is a video of a player playing through the
noon time period:
https://www.youtube.com/watch?v=lIvj94THlq4
And here is another player going through the
Ordnance Depot:
https://www.youtube.com/watch?v=sPZis8IqUfY
I spent the last 2 years of the production working as the
Lead Level Designer, stopping my work on the levels themselves and instead spending my time
mentoring the level design team while
collaborating with directors and leads of other teams to refine the direction of the game and making sure we were making progress toward this.
I was managing the LD team made up of
10 level designers, 1 campaign designer and working closely with 2 technical level designers. This meant planning and organizing the work related to these persons, defining guidelines, reviewing their work and provoding feedbacks to further improve it.
I was also working with the other leads to define the different goals we could realistically achieve and making sure the teams were collaborating effectively toward these.
Another important part of the job included reviewing all the reports and feedbacks we got during the production, taking design and planning decisions related to these to further improve the game experience.
I was also responsible of the recruitement for the team, bringing 2 new level designers to the team during the time I was Lead LD.