Immortals of Aveum

2022-2023 - Level Designer

Colossal

For two years, I worked alongside another senior LD on the Immortals of Aveum level, Colossal. I worked on various different tasks from the level, and worked on the level from Whitebox to release.

  • I was able to dive right into Unreal Engine 5, and we made heavy use of the data layer system to turn off and on different “levels” such as the Colossus itself, the boss arena that was under the water. (Seen at 36:35 in the playthrough video.)

  • Greyboxing and layout work through a primarily vertical level, with the player moving in and outside a large moving colossus.

  • I designed and implemented the puzzles within the level. Such as the reflection puzzle seen at 31:30

  • I helped design the NPC tool alongside the engineering team, and then implement said tool that would populate the level with various NPCs seen at the beginning of the level. This tool was used in many other levels throughout the game as well.

  • Implemented various cinematic effects and visuals around the player. I also implemented the various voice over lines and cinematic sequences.

  • Designed combat spaces around the level, and then implemented the enemy spawning system.

  • Populated the level with loot and other collectables, both on the golden path and in hidden areas around the level.

  • Implemented and was responsible for the saving system, for how and when the game saves in and around the level.

    Level Artist: https://www.artstation.com/mdudra

Library of Akoth

For two years, I worked alongside another senior LD to design the level “Library of Akoth” which included the library itself, as well as a series of floating islands used for puzzles, traversal gameplay, and combat arenas. I also worked closely with two level artists on this level to achieve the visual design we were trying to implement to help direct the player forward.

  • Designed traversal, and mechanical puzzles around the level. Including both on the golden path to continue, as well as puzzles for hidden loot / achievements.

  • Implemented combat encounters, both for golden path, and also for revisit gameplay that could occur after the game had ended, allowing the player to come back and fight different enemies.

  • Implemented cinematic and narrative elements. This included various voiceover lines, cinematics, and walking conversations with NPCs.

  • Designed the tutorial level leading up to the primary level to help teach the player how to use the new grapple hook mechanic.

  • Implemented quest design aspects like the breadcrumbing that leads the player to the next objective, as well as various tutorials that will pop up.

  • Implemented and was responsible for the saving system, for how and when the game saves in and around the level.

    Level Artist: https://www.artstation.com/mdudra

    Level Artist: https://www.artstation.com/tannercorder

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