Currently the game is in Steam Early-Access. All the areas in screenshots are currently available to play
This is the 2nd campaign mission the team at Highwire worked on.
It was a direct collaboration between my Art Director, Matt Saladay and Senior Level Designer, Hunter Janes.
The way we construct our levels is different than other games - as this game has a lot of procedural elements. But in order to be able to create distinctive narratives, we build on top of that.
Alot of areas of the city are using smaller plots which the entire environment team contributed on over time.
Having said that, I was responsible for city planning, the entirety of opening area, a few new areas which were needed for particular narrative beats, and the final area with the WMD reveal.
It was a direct collaboration between my Art Director, Matt Saladay and Senior Level Designer, Hunter Janes.
The way we construct our levels is different than other games - as this game has a lot of procedural elements. But in order to be able to create distinctive narratives, we build on top of that.
Alot of areas of the city are using smaller plots which the entire environment team contributed on over time.
Having said that, I was responsible for city planning, the entirety of opening area, a few new areas which were needed for particular narrative beats, and the final area with the WMD reveal.
These are the objective plots for Manor House co-op mission.
There is an elements of proceduralism to this game. So certain elements in this plot would load differently each time the player plays.
The layout design/architecture + final art is done by me (via of the assets we mostly already had in our library.) I also added new smaller randomized elements to the area.
There is an elements of proceduralism to this game. So certain elements in this plot would load differently each time the player plays.
The layout design/architecture + final art is done by me (via of the assets we mostly already had in our library.) I also added new smaller randomized elements to the area.
Once I joined the production team, one of the things I thought could use an overhaul was the interactible/climbing foliage in the game. This involved the process of making sure the ivy loads properly with each variation of our procedural walls.
I have included a screenshot of how the older Ivy used to look like.
I have included a screenshot of how the older Ivy used to look like.