Mafia: definitive edition
Main Mission: Election Campaign
During the whole process, I worked closely with the game director to deliver a desired atmosphere in the prison and a curated gameplay experience.
The Prison mission’s pitch was to create a creepy abandoned prison space occupied by weird homeless people. The players need to be able to explore, loose his bearings and feel an unsettling atmosphere.
The openness of the prison allowed me to have a non linear mission where the player can reach his location objective through different ways and escape through multiple exit routes.
Below, a walkthrough video of the mission Election Campaign:
SCREENSHOTS:
Level Design:
Inspiration from the original game and the prison mission atmosphere
Research about prison spaces and prison architecture
Identification of key prison spaces desired in the mission
Level 2D maps and 3D layout
White box creation around game metrics
White box supporting level design intention offering multiples routes in and out
Combat spaces identification
Level design ingredients
Creation of a gating system supported by levers offering an awareness of progression
Side quest elements and collectible placement
Mission Design:
Mission flow and golden path lockdown
Mission progress and objectives creation
Proposition and creation of narrative and side content
Proposition and creation of NPCs with their background story, personalities and dialogues
Creation of specific world interaction working with world designer
Proposition and creation of the audio offscreen atmosphere collaborating with audio designer
Identification of scripted sequences and level design modifiers intentions
Mission Gameplay scripting including progress, NPCs, combat and fail conditions
Recording of gospel singing to incorporate in the mission based on one NPC
Mission easter egg
Polishing police combat encounter scripting and combat intensity.
Combat intensity tweaks
Bug fixing
I also collaborated on two other missions:
The saint and the sinner:
I created the layout of the Church and helped create the level design of the rooftop in the early stages.
screenshots:
Bon Appetite:
I helped creating a longer experience for the mission Bon Appetite by extending the mission space, adding the back area and scripting some enemy encounters.