Gameplay Video:
0:00:00 - 2:48:30: Dungeon gameplay
2:48:30 - 2:54:20: Boss level gameplay
0:00:00 - 2:48:30: Dungeon gameplay
2:48:30 - 2:54:20: Boss level gameplay
Designed 2 boss levels from concept to shipping
Designed 20+ level modules supporting 4 mission types
Designed procedural generation rules for level modules
Create a challenging level that encourages multiplayer co-op and communication.
Designed multiple ways to approach a room and encourage players to split up and regroup.
I designed 3 types of level modules: Room/Corridor/Terminal, and the dungeon flow.
Create a highly replayable, randomized, chaotic, and fun experience with a limited number of level modules
Arena:
Asymmetric design, highly randomized enemy spawner, a lot of fracture actors
Corridors:
Use more connectors to reduce the repetitiveness of the dungeon, place many resources for exploration
Terminals:
Visually iconic, large combat space
Spawn Room -> Corridor -> Arena -> Corridor -> Arena -> Corridor -> Terminal