Game Description: is an open-world, action-adventure story set in Night City, a megalopolis obsessed with power, glamour, and body modification. You play as V, a mercenary outlaw going after a one-of-a-kind implant that is the key to immortality.
Platform: PS4/PS5 Xbox One/Xbox Series X/PC Genre: First-Person, RPG
Role: Senior Level Designer Date: Jan 2017- Dec 2020
Two Side Quests I worked on made it into the top 5, with that of River Ward (Fought The Law) and Johny (Chippin)
During the development, I worked on a range of different levels, from the bombastic tank boss battle concluding the Normand’s story line. To the more sombre ‘Mini-Stories’ players can find as they explore every nook and cranny of the open world.
Designing for these different styles of levels presented itself which different challenges and opportunities. While working on that of the tank battle, the cool moment is that it is a tank battle, I love that of Furry so getting a chance to give players to live these moments.
One of the biggest challenges is that players needed to leave and enter the tank in this area, so figuring out metrics to help the tank’s form of movement, but also not making the space feel colossal while on foot. I think we achieved this, but also we decided it would be best to move some of the phases of the tank battles outside of the construction site, to allow players to go wild on the terrain.
While on foot, to keep the player engaged and making sure that they would not be bored from re-using this space, multiple times. I focused on creating three lanes for the player, as well as having the player view this location from multiple angles, to keep the area looking different. Not only did this help to re-use the space but due to the fact players would fight multiple waves of enemies from a different front, it allowed players to discover more about this location and build a strong mental map for the player.
The most exciting part of being a level designer on this project is the amount of freedom you can offer the player. As players can customize their play-styles, we really had to make sure we offered enough options/routes for players to use as players moved through the game.
Providing these options for players was great fun, but making them feel meaningful was the element that required the most thought. That could have been through a specific challenge or that of a certain length of the route.
While working on these locations, level designers would closely with the Quest Designer and Environment artist for these locations. Our role was to make sure we delivered the story for the players in an exciting way as well as making sure the layouts were clear to the player. Communication was key for us as we needed to make sure that our visions were united. Once we were all in sync that is when I would work on the blockout of the levels. These blockouts needed to communicate the routes for all players, spaces for scenes when needed, as well as which areas were gameplay and which were optional routes.
I mentioned earlier how I also worked on the open-world content as well, these were great ways to bring life to our world. It took many different shapes and forms, from small combat encounters to hidden loot, environmental storytelling, and Gigs.