Role: Lead Level Designer

DLC: Dustfaire (2023)

Engine: In-house CTG Engine

Highlights:

  • Lead Level Designer: team of 5

  • Designed the map for Dustfaire.

  • Worked closely with Environment Art and Directors to develop district

More Dustfaire info coming soon

Building a District

Every district would start with concept art and documentation written by directors detailing the high level vision, narrative goals, and key inspirational references. With that in hand I would collaborate with the Environment Art Lead on specific details for the district such as architecture styles, points of interest, the socioeconomic status of the district. We’d gather tons of photo/video references, then start arranging ideas into reference boards. I’d work with Narrative, Missions/Open world designers to figure out what the specific gameplay needs were. From there I’d organize all the various data points and begin painting 2D maps of the district, planning out the main navigational routes (on-foot and vehicles), landmarks, vistas, and shortcuts. Making sure it all stayed within gameplay metrics.

Using Volition’s in-house City Planner tools I’d quickly create playable district in a few hours. Get feedback, iterate, gather more info, draw another map, and repeat.

Design Creation Process

Below is a simplified walkthrough of the district creation process at the start of the project.

Vallejo Drive Through

A drive through of the final district.

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