Level Design & Environments
I joined the design team after the areas had been blocked out and designed by our level designers, but there were still plenty of work to be done. Through daily meetings with the other designers, I learned how to look at a space and how it would transform from block out to final art with considerations towards 3D composition and collision.
This included:
Placing NPCs and narrative elements: I was in charge of placing narrative elements throughout levels.
Deadzone Look Dev: working alongside the lead designer, we concepted out how we would build up the dead undergrowth that covered the game. These would need to undergo a big visual change upon restoration by the player, and also serve as a barrier to block the player out of certain areas.
Deadzone Set Dressing: for the majority of the Village Deadzones, I was in charge of placing the Deadzone Tween Actors that would disappear on restoration.
Collision QA: playing through the spaces after the environment outsourcing team finished, and writing up notes and bugs.
Relaying Feedback to Outsourcing Teams: after the outsourcing team completed their collision passes, I was in charge of relaying notes back to them on Basecamp.
Documentation sent to our environment artists to create more useable Deadzone set dressing pieces.
Deadzone set dressing
Restored, without set dressing
Basecamp documentation sent to the outsourcing art team in charge of the environment art and collision midway through production.