
RubyShark

Responsibilities:
Blockout an FPS level inspired by “Titanfall 2”’s wall running and crane puzzles.
Coordinate with other Level Designers to balance puzzle, platforming and combat beats.
Communicate with the art department to help keep a consistent visual style.
Test new gameplay mechanics and report any bugs or other issues with the team lead.

My current task working on MANTRA is to rebuild some early blockouts within the level Checkpoint, and after several iterations I have crafted a greater sense of complexity to this space. My primary design techniques were clear readability of the space, and using environmental ques to help guide the player via visual affordances.
Checkpoint Level Beat 1: Before
Level Beat 1: The player ziplines into an abandoned construction site overlooking the main bridge. The player must find their way upwards to combat the robots and destroy their factory.