Dungeons of Edera II
Responsibilities
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Directed level design for the title, in line with the intended experience of the lead game designer.
Set metrics for the gameplay relating to movement speed, enemy density and POI placement. Followed up with clear documentation.
Assigned tasks to 2 junior designers, as well as nurturing their development through clear milestones and expectations.
Designed and wrote an in-house procedural level generation system designed to distribute POIs, paths, foliage and enemies across a roughly 3km squared open world.
Documented and parameter-ized so as to be accessible to non-technical members of the team.
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Directed the visual direction of the game in line with the vision of the Lead Designer.
Prototyped a number of different art styles, with workflows, for fast iteration.
Adjusted the workflow to allow for the transformation of pre-made assets from Dungeons of Edera I, into the new art style.
Authored and implemented a handful of master materials and post-processing effects to allow easy access to non-technical team members.
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Managed, updated and documented an array of master materials covering:
Characters
Foliage
Environments
Post Processing Effects
Designed solutions to a number of gameplay issues relating to the visuals of the game.
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