Designed 50+ POIs for puzzle and combat encounters
Designed 1 Boss arena
Created and maintained the encounter design metrics gym
Introduced new tools and workflow to improve level design efficiency
Designed 50+ POIs for puzzle and combat encounters
Designed 1 Boss arena
Created and maintained the encounter design metrics gym
Introduced new tools and workflow to improve level design efficiency
Defined level design metrics and maintained example maps to ensure consistency and quality.
Designed over 50 combat and puzzle encounters, handling every phase from concept and greybox to shipping.
This is a 32m combat space with 4 enemy spawners. I used photos of the Battersea Power Station and the Power Plant from Red Alert 1 to create the shell of the building.
Then I refereneced some images of gun factories in the Victorian era to create the inside layout.
Time range: 1:30 - 8:20
A 16m puzzle encounter where players need to:
Find all the hidden glyphs
Solve a line puzzle
Follow the instructions provided and play an emote to a statue.
This is the first time players will encounter this type of Ritual puzzle. Therefore I made it easy to solve.
Each glyph was placed near a statue. Players can easily find them all and move to the next phase of the puzzle.
16m is not a lot of space, so I used the vertical space to create more gameplay, which also fits the theme of this realm.
I was paired with a gameplay designer to design the behavior of this boss and the arena in 2 months, from concept to polishing.
Sheild (immune to ranged attack)
Spit toxic projectiles
Knockback attack
Spawn minions
Teleport
We themed the arena to be the Queen's nest and make the boss fight into a chase. As the boss's health decreases, she will retreat deeper and deeper to her nest. The water will deal toxic damage and there will be fewer platforms for the players to stand and fight on. The platforms in the later section of the fight are also destructible, making the fight more tense. Players can also spend resources to build their own platforms.