Due to some NDA I can only talk in a very high level what was my involvement in the project.
After Fable I joined the Side Quests team on a second AAA project developed in Unreal Engine 5. In this role, I collaborated daily with the Narrative, Open World, Main Quest, and Environment teams to design and implement cohesive experiences across a semi-open world. My responsibilities included quest design, narrative integration, combat encounters, layout design, and Blueprint scripting.
My approach to Level Design is built around a continuous dialogue between conceptual thinking (top-down) and hands-on experimentation (bottom-up). This iterative methodology allows me to move fluidly between design intentions and player experience throughout production.
The process often begins well before implementation through paper design and pre-production work aimed at aligning the team around a common vision. This phase typically includes:
A. Defining gameplay, experiential, and narrative intentions.
B. Identifying and sequencing gameplay beats throughout the player journey.
C. Producing top-down maps, side-view layouts, flow diagrams, and visual references.
D. Creating concise and actionable documentation to support cross-disciplinary collaboration.
Ideas are challenged as early as possible through in-engine experimentation.
I regularly develop:
A. Greyboxes, whiteboxes, and progressively refined colorboxes.
B. Early gameplay prototypes to evaluate assumptions and identify issues quickly.
This iterative process enables me to validate:
A. Readability and spatial clarity.
B. Player orientation and navigation.
C. Pacing and encounter rhythm.
D. Expected and unexpected player behaviors.
E. Overall experience quality.
I also leverage Unreal Engine 5 modeling tools extensively to accelerate iteration and experimentation.
A significant part of my design practice consists of exploring the expressive potential of mechanics and systems.
This includes:
A. Analyzing the opportunities created by a game's ruleset.
B. Building interaction matrices between mechanics, enemies, objectives, and environments.
C. Identifying meaningful combinations and transforming them into gameplay scenarios.
Once systemic possibilities have been identified, I design experiences that progressively develop player mastery.
My encounter design often follows a framework of:
A. Teach.
B. Test.
C. Twist.
D. Master.
I particularly enjoy creating gameplay "gyms" spaces specifically designed to stress-test mechanics, encourage emergent behaviors, and foster creative player problem-solving.
My background in Game Design enables me to naturally bridge the gap between Game Design and Level Design teams.
I enjoy:
A. Understanding the intent behind mechanics, systems, and progression.
B. Translating abstract design goals into spaces, encounters, objectives, and tangible player experiences.
C. Ensuring that gameplay intentions remain coherent throughout implementation.
I view Level Design as a discipline of convergence where narrative, gameplay, art, animation, audio, VFX, and technology come together to create cohesive player experiences.
Beyond content creation, my role frequently involves:
A. Producing clear and effective documentation.
B. Facilitating communication between disciplines.
C. Aligning stakeholders around shared objectives.
D. Supporting collaborative problem-solving throughout production.
I remain deeply curious about the technical aspects of the craft and actively seek opportunities to broaden my expertise.
Areas of ongoing exploration include:
A. Blueprint scripting.
B. Gameplay implementation.
C. Game systems.
D. Production and development tools.
Continuous learning is an essential part of my practice as a designer.