Difficulty : Moderate
​
Walkthrough : 6 min
Difficulty : Moderate
​
Walkthrough : 6 min
Skilled level designer avid to tackle any challenge, with a fondness for creating captivating moments that engage the player.
[Release date : August 22nd 2023]
I've worked on Immortals of Aveum for a year and a half as an outsourcer. I've started working on the project before pre-Alpha. I was assigned one main level and two small dungeons.
Wound's Edge (Chapter 2)
Playthrough : Approximately 20 min
Introductory level, teching player core mechanics and abilities.
Main Tasks : ​​
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Setup walk and talk (fly and talk).
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Implement tutorials.
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Integrate narrative events (VO's, cinematics, lore entrie and objects).
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Setup objectives, markers and breadcrumbs.
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Altar setup (acquiring abilities and introduction to health and mana pickups).
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Ensure logical gating progression (door wards.)
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Integrate puzzle elements (animate and charge crystals).
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Authoring and using Articy for VO's, tutorials and objectives.
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Setup movers and create elevator logic.
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Encounter setup (composition, placement, nav mesh, spawning animations).
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Loot placement and whisps (moving shootable loot).
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Layout modifications.
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Debugging all the above and more.
Obelisk Fane (Mini Dungeon)
Playthrough : Approximately 3 min
Leadership Direction : A large Obelisk dominated the middle of the area. 12-15 lash points that circle around it in an ascending order. The player must do a series of lashes in increasing difficulty to ascend the obelisk and reach the top.
Main Tasks : ​​
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Full ownership of level.
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Create layout from given prefabs.
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Setup lash points, movers and pitfall logic.
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Handle level materialization.
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Debugging all the above and more.
Balance Fane (Mini Dungeon)
Playthrough : Approximately 3 min
Leadership Direction : Thin walkways with archers peppering you with arrows. Dangerous jumps and falls. Fast spinning walkways player can slow down while dealing with archers.
Main Tasks : ​​
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Full ownership of level.
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Create layout from given prefabs.
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Setup spinning platforms
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Encounter setup (composition, placement, nav mesh, spawning animations).
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Handle level materialization.
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Debugging all the above and more.