Level Design
Deathloop

About the game

DEATHLOOP is a next-gen first person shooter from Arkane Lyon, the award-winning studio behind Dishonored.
In DEATHLOOP, two rival assassins are trapped in a mysterious timeloop on the island of Blackreef, doomed to repeat the same day for eternity.
As Colt, the only chance for escape is to end the cycle by assassinating eight key targets before the day resets.
Learn from each cycle - try new paths, gather intel, and find new weapons and abilities. Do whatever it takes to break the loop.


Release date: 14 September 2021
Platforms: PC, PS5
Developer: Arkane Studios
Publisher: Bethesda Softworks
Engine: Void Engine

My role

Initially in charge with another Level Designer of The Complex area, with me focused in particular on the noon and afternoon time periods.
For this, we collaborated with level artists to design the layout of this location, and I was focused on the encounter with Wenjie Evans, one of the Visionary you have to eliminate, and on designing a puzzle oriented side mission called In This Together.

For the last 2 years of the production, I was Lead Level Designer on the project, mentoring the level design team by reviewing their work, providing feedbacks and guidance, and working with other teams to ensure good collaboration.

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.

Screenshots