Asgard's Wrath 2
On Asgard's Wrath 2 I had the privilege of working as the lead level designer. I managed the level designers working on the story levels, hub worlds, and the Uncharted Rift game mode. I'm grateful for the success; amazed by our achievements we as a team accomplished together while at Sanzaru.
- Worked with directors to create the initial level process plan.
- Created the level design blockout tile set, used throughout the project.
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Managed 8 ICs at the peak of the project, and supporting XFN designers on Uncharted Rift and Cosmic Events (Live Ops).
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Bi-weekly 1:1 with each IC, and weekly team meetings to review content.
- Discuss blocking issues, go over setups, allow team to give feedback and guidance.
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Bi-weekly 1:1 with each IC, and weekly team meetings to review content.
- Met bi-weekly with directors to align priority and level review.
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IC work:
- Blocked in large portions of our initial hub world the Great Sand Sea.
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Did the initial pitch and writeup of our rogue-lite mode the Uncharted Rift.
- Wrote documentation to support design implementation and progression setup.
- Prototyping work with Principle Engineer to build out the core system.
- Created the template for layout size and requirements for other designers to work on Uncharted Rift content.
- Creative workflow process which allowed us to create more variations within the same layout without much overhead and lighting constraints.
- Worked closely with the system designer, and design director on the main core loop.
- Created a large majority of the modular layouts for the first two themes featured in Uncharted Rift Mode.
- Created various monster dens scattered throughout the hub worlds, which includes layout, combat, puzzle setup and traversal.
- Design support of our proprietary culling system. Along with our main Sr. LD on the hub worlds we optimized every nook to run performant on device.
- Near the end of the project I took over fixing critical save/load game breaking issues across multiple levels.