Senior Level Designer and Feature Owner; responsible for block-out, iteration based on playtest feedback, and gameplay flow oversight. Created gameplay objects and environmental VFX.
The game was set to be a third-person action-combat RPG. This was a tutorial demo level meant to show off the major traversal components of the game, followed by an indoor wave-based melee combat arena with jump pads, grapnel, and wall-run options for reaching vertical spaces.
A co-op melee combat-focused room for a modular level kit. The multiple levels helped to promote the verticality of the gameplay. Combat was wave-based and kept players actively moving around the space to deal with the next threat.
A short traversal-focused room for a modular kit utilizing wall-run and grapnel tricks for high-skill players while facilitating a simpler jump-based path for a slower, casual approach. Collectible orbs functioned as a means of guiding the player through the intended paths.