Ideation and whiteboxing in collaboration with narrative and Art team of main and side missions, open-world levels and a HUB
For Alpha until Beta, main missions and related content got owned by senior Level-Designers (LD). I kept assisting them closely with feedback and in their absence with content development and being the point of contact. Post Beta I maintained designs and fixed bugs
Filled levels with open-world content like loot rooms, treasures, special zombie encounters, journal discoveries, gameplay hazards and side quests
• Side missions & open-world content (Whitebox to Alpha)
• Level layout (early Whitebox in collaboration with other LD)
• Main mission & HUB development (Whitebox & post Beta - Release)
• Level layout (Whitebox - Release in collaboration with other LDs)
• Open-world content & most side quests (Whitebox - Release)
I was owner of various side and tertiary content from start to finish
Throughout development, I also took on side-missions to elevate their strengths and efficiently completed them to schedule, while maintaining the requirements of all stakeholders and project core pillars
10 of these quests made it into the released game:
MISSING: GREG
MESSAGE IN A BOTTLE
SCOOPED!
CREMAINS OF THE DAY
ORGAN DONOR
DIARIES OF THE DEAD
RED TIDE
LENDING A HAND
IT CAME FROM MONARCH STUDIOS
THE TERROR OF SOUND STAGE 7
Worked with Code and Tech-Design (TD) departments on development of systemic features like: Friendly AI patrol and tool for sequenced enemy spawning used for all scripted encounters
Open-world emergent system: Worked with Code/TD to establish best practises, shared info with team and setup and ensured consistency across levels and ensured consistency till release through permanent bug-reporting
Loot system: Worked with Art, Game-Design (GD) and TD to establish best usage rules, filled three exemplary levels with loot. Wrote documentation and ensured consistency across levels through feed-back and guidance of other LDs
Carriable zombie lure bags: For variation of melee-combat I pushed for development of a carriable gameplay-type that acts as a zombie lure. Prototyped a variation that uses sound to sporadically alert zombies. Worked with TD/Code on their creation and built two quests with them. The system was used heavily for DLC1
• Example-quest for unlinear gameplay and spawning of quest related AI within open-world
• "Strong men" encounter used to test and refine sequenced enemy spawning tool
• Featuring noisy carriable bag (unique variant of carryable with a funny twist)
• The "carry gameplay" has been used extensively in the first expansion of Dead Island 2 after prooving to provide necessary variety to combat experience
Temporary full-time QA support for one month due to limited QA manpower. Tested and reported bugs
For the last half year I was in a three members team to deliver performance optimisation, bug-fixes and systemic updates throughout the whole game. Continued to support QA closely
Improvements for LD pipeline: standardised documentation and made templates; Wrote editor tools and LD workflow guides for new starters; and organised improvements for accessibility and efficiency of LD tools
Assisted recruitment process (interviews, LD tests)