Until Dawn 2024


During my time working on Until Dawn I collaborated on various aspects of the game ensuring a good quality throughout the chapters I was assigned to:



Process:

  • Taking inspiration from the original game as a main pillar to ensure respect of original materal

  • Crafting carefully a blend bewtween orginal fixed camera shots and the new third person camera

  • Respecting the emotional intensity of chapters to edit the experience mindfully

  • Evaluating respectuflly each layout change keeping in mind the desired atmoshophere providing immersion

  • Ensuring that sequences and animation during interactive elements or cinematics play seamlessly, collaborating with the other departments.

  • Implementing level design tools to ensure a fluid navigation system in gameplay aeas collision

  • Collaborating with artist for new areas art level dressing

Design Responsibilities:

New area layout and content:

  • Collaborate with the lead and the concept designer to bring to life all new areas in the game

  • Pitch ideas and iterate layout in engine to ensure metrics and core mechanic

  • Re evaluate metrics of these new areas based on level design iteration to have a good navigation flow

  • Script events embedded in the story telling of the new areas

  • Implementing new camera or blend or shake to further accomplish the desired feeling of the eperience

  • Art dressing of the new areas and ensure story telling

    Example of a new scripted event in a new area: I pitched and implemented a crow eating another dead crow as part of the new content pass for the new areas - you can find that in Chapter 8

Totem’s - level design micro layout, new content and level dressing

  • I was also tasked to relocate all totems throughout the entire gam

  • The challenge was to make sense of premonition delivey and scout for potential new openable areas without disrupting the flow.

  • the goal was to create a new player experience for old and new players with a complete new configuration

  • I scanned the entire maps and took note of all possible areas that could fit a re shuffling documenting all of it in a miro board

  • I changed the micro layout opening new pathways from critical the path to create a new discovery experience

  • Collaboration with the narrative designer to make sense of totem order delivery

  • created the level dressing of these areas

  • the level design goal was not to completely change the wheel but to give life to knows areas in a new way.

Walktrough Below:

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