Marvel 1943: Rise of Hydra - Notes
Website: https://skydance.com/new-media/
https://www.marvel.com/articles/games/marvel-1943-rise-of-hydra-reveals-new-story-trailer
Role: Senior Level Designer & Episode Owner
Developer: Skydance New Media (Skydance)
Genre: Third-person Action Adventure
Engine: Unreal Engine 5
Responsibilities:
• Responsible for owning and maintaining multiple Episodes (Levels) from inception to finished quality
• Scripted key narrative moments, companions, and dialogue across multiple Episodes
• Fixed critical issues and progression blockers, as well as collision issues across multiple Episodes
• Used feedback from UXR testing to iterate and improve design concepts
• Collaborated with other disciplines to improve the overall gameplay experience
https://www.marvel.com/articles/games/marvel-1943-rise-of-hydra-reveals-new-story-trailer
Role: Senior Level Designer & Episode Owner
Developer: Skydance New Media (Skydance)
Genre: Third-person Action Adventure
Engine: Unreal Engine 5
Responsibilities:
• Responsible for owning and maintaining multiple Episodes (Levels) from inception to finished quality
• Scripted key narrative moments, companions, and dialogue across multiple Episodes
• Fixed critical issues and progression blockers, as well as collision issues across multiple Episodes
• Used feedback from UXR testing to iterate and improve design concepts
• Collaborated with other disciplines to improve the overall gameplay experience
Level Design Process
Concept
• Used Macro Story breakdown to determine Gameplay Beats
• Determined Location, Theme, Narrative, Goals, Key Mechanics
• Research and reference gathering
• Compiled Mood boards with concepts and images which related to to level
• Discussed with Artists/Other made sure we were in lockstep from day 1
• Determined Tutorial areas and content and planned accordingly
Documentation
• Updated Gameplay Beats to reflect discussions with multiple disciplines
• Designed multiple Paper Maps for each Episodes and individual spaces per Act
Grey Block
• Grey-Blocked areas in each Episode and Act using Paper Map designs as an initial starting point
• Used both Unreal and Maya to Grey-block out specific areas
• Worked with Art to ensure content represented real life architecture and correct scale
Playable
• Representative Gameplay stood up where possible (Combat, Traversal, Companions prototype)
• Added in Text cards to represent Cinematics, IGCs, Action Moments
• Added in relevant POIs and landmarks to the environment
• Set up Data Layers, Flow Sections, Loading, and Checkpoints
• Added in Companion logic to represent Companion actions in the level
Cameras
• Consulted with Camera Supervisor initially about layout and Cameras
• Added in first pass Cameras to entire level
• Reviewed Cameras with Camera Supervisor
IGCs / Cines
• Worked with Cinematics team to ensure layout could support IGCs and Cinematics
• Described Action Moments in detail and collaborated on set
Final
• Worked with other disciplines to implement final version of the Level
• Companion scripting, Checkpoints, Narrative Design
• Tuning, Playtesting, Bug fixing, Polish
• Used Macro Story breakdown to determine Gameplay Beats
• Determined Location, Theme, Narrative, Goals, Key Mechanics
• Research and reference gathering
• Compiled Mood boards with concepts and images which related to to level
• Discussed with Artists/Other made sure we were in lockstep from day 1
• Determined Tutorial areas and content and planned accordingly
Documentation
• Updated Gameplay Beats to reflect discussions with multiple disciplines
• Designed multiple Paper Maps for each Episodes and individual spaces per Act
Grey Block
• Grey-Blocked areas in each Episode and Act using Paper Map designs as an initial starting point
• Used both Unreal and Maya to Grey-block out specific areas
• Worked with Art to ensure content represented real life architecture and correct scale
Playable
• Representative Gameplay stood up where possible (Combat, Traversal, Companions prototype)
• Added in Text cards to represent Cinematics, IGCs, Action Moments
• Added in relevant POIs and landmarks to the environment
• Set up Data Layers, Flow Sections, Loading, and Checkpoints
• Added in Companion logic to represent Companion actions in the level
Cameras
• Consulted with Camera Supervisor initially about layout and Cameras
• Added in first pass Cameras to entire level
• Reviewed Cameras with Camera Supervisor
IGCs / Cines
• Worked with Cinematics team to ensure layout could support IGCs and Cinematics
• Described Action Moments in detail and collaborated on set
Final
• Worked with other disciplines to implement final version of the Level
• Companion scripting, Checkpoints, Narrative Design
• Tuning, Playtesting, Bug fixing, Polish
Companion Design / Systems Design
Description: Designed Companion AI Traversal System
Systems Design
• Researched Companion functionality across competitive titles
• Created Feature Brief detailing out all main features for companion traversal and listed out design tuning parameters
• Prioritized specific Companion features for engineers to build
• Used Macro Story Overview to inform Companion behaviour during gameplay
• Created Test Gyms for Companion Traversal
• Added in Companion work early to production levels to test out functionality and iterate
• Defined best practices for Designers working with Companion Traversal
• Worked closely with Programmers to inform system designs and functionality throughout the project
Tech Design
• Prototyped Companion AI Lead and Follow functionality for Designers to leverage
• Created step-by-step documentation for Companion Prototype
Metrics
• Created a Metrics Gym for Combat (small, med, large arenas) that Level Designers could reference while building Combat Spaces
• Created Combat Tutorial Level for Players to test out various enemy archetypes during encounter waves
• Adhered to metrics for gameplay through out various levels
Systems Design
• Researched Companion functionality across competitive titles
• Created Feature Brief detailing out all main features for companion traversal and listed out design tuning parameters
• Prioritized specific Companion features for engineers to build
• Used Macro Story Overview to inform Companion behaviour during gameplay
• Created Test Gyms for Companion Traversal
• Added in Companion work early to production levels to test out functionality and iterate
• Defined best practices for Designers working with Companion Traversal
• Worked closely with Programmers to inform system designs and functionality throughout the project
Tech Design
• Prototyped Companion AI Lead and Follow functionality for Designers to leverage
• Created step-by-step documentation for Companion Prototype
Metrics
• Created a Metrics Gym for Combat (small, med, large arenas) that Level Designers could reference while building Combat Spaces
• Created Combat Tutorial Level for Players to test out various enemy archetypes during encounter waves
• Adhered to metrics for gameplay through out various levels
IGC / CINE - Collaboration on Set
Description: Multiple days on set collaborating with Cinematics team
Cinematics and IGCs
• Designed and wrote IGCs that would be added in to the game for each level I was responsible for
• Collaborated on set with the Cinematic team
• Directed IGCs level content and informed decisions around content captured
• Attended PCAP shoots to provided layout information necessary to film scenes
• Created and updated layouts according to Cinematic needs
• Implemented final IGCs and Cinematics into Level flow
Cinematics and IGCs
• Designed and wrote IGCs that would be added in to the game for each level I was responsible for
• Collaborated on set with the Cinematic team
• Directed IGCs level content and informed decisions around content captured
• Attended PCAP shoots to provided layout information necessary to film scenes
• Created and updated layouts according to Cinematic needs
• Implemented final IGCs and Cinematics into Level flow
EPISODE 1 - Act 2: Paris - Captain America
Catacombs, Metro, Churchyard
Description: Cap, Gabe and Louis make their way through Paris to rescue Howard Stark and Julie
Locations: Paris: Catacombs, Metro, Street, Churchyard, Abandoned Church
Level Design
• Updated Gameplay Beats to reflect discussions with multiple disciplines
• Research and Reference gathering
• Designed 2D Paper Maps for each area
• Created 3D block mesh assets using Maya (Modular Kit Pieces)
• Implemented Grey block environments
• Gameplay, Combat Encounters, Companion Scripting, Checkpoints, IGCs
• Collaborated with Artists
Interactions with other disciplines
• Maintained the core vision of the realm, and worked with multiple disciplines to resolve complex issues
• Provided frequent updates to Directors and comprehensive level walkthroughs
• Collaborated with Art to make sure the level was an appropriate scope and scale
Locations: Paris: Catacombs, Metro, Street, Churchyard, Abandoned Church
Level Design
• Updated Gameplay Beats to reflect discussions with multiple disciplines
• Research and Reference gathering
• Designed 2D Paper Maps for each area
• Created 3D block mesh assets using Maya (Modular Kit Pieces)
• Implemented Grey block environments
• Gameplay, Combat Encounters, Companion Scripting, Checkpoints, IGCs
• Collaborated with Artists
Interactions with other disciplines
• Maintained the core vision of the realm, and worked with multiple disciplines to resolve complex issues
• Provided frequent updates to Directors and comprehensive level walkthroughs
• Collaborated with Art to make sure the level was an appropriate scope and scale
EPISODE 1 - Act 2: Catacombs
Description: Walk and Talk with Cap Gabe and Louis. Player character is Captain America.
Location: Paris: Catacombs
Location: Paris: Catacombs
EPISODE 1 - Act 2: Metro
Description: Cap Gabe and Louis with Cap Leading. Combat. Player is Captain America.
Location: Paris: Metro
Location: Paris: Metro
EPISODE 1 - Act 2: Churchyard
Description: Cap Gabe and Louis with Cap Leading. Combat. Player is Captain America.
Location: Paris: Churchyard
Location: Paris: Churchyard
EPISODE 6: Hydra Base - Captain America
Description: Cap must sneak through the Hydra base in order to reach the Shield room where his shield is being held. He is being tested by Skull who wants to see what a Super soldier can do. Skull lets Cap move through the base towards what he thinks is his objective, meanwhile testing him by throwing enemies and challenges at him.
Locations: Hydra Base: Cap Cell, Main Shaft, CCTV Room, Generator Room, Machine Rooms, Danger Room, Elevator, Pipe Rooms
Level Design
• Updated Gameplay Beats to reflect discussions with multiple disciplines
• Research and Reference gathering
• Designed 2D Paper Maps for each area
• Created 3D block mesh assets using Maya (Modular Kit Pieces)
• Other Designers used my Modular Kit Pieces
• Implemented Grey block environments
• Gameplay, Combat Encounters, Companion Scripting, Checkpoints, IGCs
• Collaborated with Artists
Locations: Hydra Base: Cap Cell, Main Shaft, CCTV Room, Generator Room, Machine Rooms, Danger Room, Elevator, Pipe Rooms
Level Design
• Updated Gameplay Beats to reflect discussions with multiple disciplines
• Research and Reference gathering
• Designed 2D Paper Maps for each area
• Created 3D block mesh assets using Maya (Modular Kit Pieces)
• Other Designers used my Modular Kit Pieces
• Implemented Grey block environments
• Gameplay, Combat Encounters, Companion Scripting, Checkpoints, IGCs
• Collaborated with Artists
EPISODE 6 & 7 - Modular Kit
EPISODE 6 - Act 2: Cap Cell
Description: Cap must sneak through the Hydra base in order to reach the Shield room where his shield is being held. He is being tested by Skull who wants to see what a Super soldier can do. Skull lets Cap move through the base towards what he thinks is his objective, meanwhile testing him by throwing enemies and challenges at him.
Location: Hydra Base: Cap Cell
Location: Hydra Base: Cap Cell
EPISODE 6 - Act 2: Main Shaft Ascent
Description: Cap must sneak through the Hydra base in order to reach the Shield room where his shield is being held. He is being tested by Skull who wants to see what a Super soldier can do. Skull lets Cap move through the base towards what he thinks is his objective, meanwhile testing him by throwing enemies and challenges at him.
Location: Hydra Base: Main Shaft
Location: Hydra Base: Main Shaft
EPISODE 6 - Act 2: Generator Room
Description: Cap must sneak through the Hydra base in order to reach the Shield room where his shield is being held. He is being tested by Skull who wants to see what a Super soldier can do. Skull lets Cap move through the base towards what he thinks is his objective, meanwhile testing him by throwing enemies and challenges at him.
Locations: Hydra Base: Security Room, Generator Room, Side Room, Large Hallway, Main Shaft
Locations: Hydra Base: Security Room, Generator Room, Side Room, Large Hallway, Main Shaft
EPISODE 6 - Act 2: Maintenance Room
Description: Cap must sneak through the Hydra base in order to reach the Shield room where his shield is being held. He is being tested by Skull who wants to see what a Super soldier can do. Skull lets Cap move through the base towards what he thinks is his objective, meanwhile testing him by throwing enemies and challenges at him.
Locations: Hydra Base: Maintenance Room
Locations: Hydra Base: Maintenance Room
EPISODE 6 - Act 3: Danger Room
Description: Cap must sneak through the Hydra base in order to reach the Shield room where his shield is being held. He is being tested by Skull who wants to see what a Super soldier can do. Skull lets Cap move through the base towards what he thinks is his objective, meanwhile testing him by throwing enemies and challenges at him.
Location: Hydra Base: Danger Room
Location: Hydra Base: Danger Room
EPISODE 6 - Act 4: Basement
Description: Cap must sneak through the Hydra base in order to reach the Shield room where his shield is being held. He is being tested by Skull who wants to see what a Super soldier can do. Skull lets Cap move through the base towards what he thinks is his objective, meanwhile testing him by throwing enemies and challenges at him.
Location: Hydra Base: Basement
Location: Hydra Base: Basement
EPISODE 7: Hydra Base - Captain America / Black Panther
Description: After retrieving the shield, Cap and Panther must head to the engine room to disable Skull's ship. Skull pulls the kill switch and the base begins to sink. They must escape the base and meet up with Gabe and Nanali before the base sinks.
Locations: Hydra Base: Post-Shield room Path, Path to Lab, Lab, Path to Engine Room, Engine Room, Main Shaft, Path to Hangar Bay, Hangar Bay
Level Design
• Updated Gameplay Beats to reflect discussions with multiple disciplines
• Research and Reference gathering
• Designed 2D Paper Maps for each area
• Created 3D block mesh assets using Maya (Modular Kit Pieces)
• Other Designers used my Modular Kit Pieces
• Implemented Grey block environments
• Gameplay, Combat Encounters, Companion Scripting, Checkpoints, IGCs
• Collaborated with Artists
Locations: Hydra Base: Post-Shield room Path, Path to Lab, Lab, Path to Engine Room, Engine Room, Main Shaft, Path to Hangar Bay, Hangar Bay
Level Design
• Updated Gameplay Beats to reflect discussions with multiple disciplines
• Research and Reference gathering
• Designed 2D Paper Maps for each area
• Created 3D block mesh assets using Maya (Modular Kit Pieces)
• Other Designers used my Modular Kit Pieces
• Implemented Grey block environments
• Gameplay, Combat Encounters, Companion Scripting, Checkpoints, IGCs
• Collaborated with Artists
EPISODE 6 - Act 1: Technician Room
Description: Cap must sneak through the Hydra base in order to reach the Shield room where his shield is being held. He is being tested by Skull who wants to see what a Super soldier can do. Skull lets Cap move through the base towards what he thinks is his objective, meanwhile testing him by throwing enemies and challenges at him.
Location: Hydra Base: Technician Room
Location: Hydra Base: Technician Room
EPISODE 6 - Act 1: Fan Room
Description: Cap must sneak through the Hydra base in order to reach the Shield room where his shield is being held. He is being tested by Skull who wants to see what a Super soldier can do. Skull lets Cap move through the base towards what he thinks is his objective, meanwhile testing him by throwing enemies and challenges at him.
Location: Hydra Base: Fan Room
Location: Hydra Base: Fan Room
EPISODE 6 - Act 1: Secret Lab
Description: Cap must sneak through the Hydra base in order to reach the Shield room where his shield is being held. He is being tested by Skull who wants to see what a Super soldier can do. Skull lets Cap move through the base towards what he thinks is his objective, meanwhile testing him by throwing enemies and challenges at him.
Location: Hydra Base: Secret Lab
Location: Hydra Base: Secret Lab
EPISODE 6 - Act 2: Engine Room
Description: Cap must sneak through the Hydra base in order to reach the Shield room where his shield is being held. He is being tested by Skull who wants to see what a Super soldier can do. Skull lets Cap move through the base towards what he thinks is his objective, meanwhile testing him by throwing enemies and challenges at him.
Location: Hydra Base: Engine Room
Location: Hydra Base: Engine Room
EPISODE 6 - Act 3: Destroyed Base
Description: Cap must sneak through the Hydra base in order to reach the Shield room where his shield is being held. He is being tested by Skull who wants to see what a Super soldier can do. Skull lets Cap move through the base towards what he thinks is his objective, meanwhile testing him by throwing enemies and challenges at him.
Locations: Hydra Base: Destroyed Base, Main Shaft
Locations: Hydra Base: Destroyed Base, Main Shaft
Vertical Slice - 060 Sewers
060 SEWERS
COMBAT TEST GYM
EPISODE 3 - Act 4: Airfield
Paper Map / Modular Kit / Blockout
Description: Cap, Panther, Gabe, Nanali, Julie and Howard must sneak through the Airfield in order to get to the last Hangar and reach the transport plane. The plane will allow them to pursue Heinrich's train. The Player primarily controls Gabe Jones in a new Sniper mode.
• Initial research, planning, modular kit and Level set up
• Passed this section off to another Level Designer to be completed
Locations: Paris: Airfield
Level Design
• Updated Gameplay Beats to reflect discussions with multiple disciplines
• Researched Paris Airfield functionality, geometry, and real world metrics
• Designed 2D Paper Map
• Created 3D block mesh assets using Maya
• Blocked out initial layout of Airfield adjusting real world metrics for gameplay
• Handed off to new Level Designer after providing key information
• Initial research, planning, modular kit and Level set up
• Passed this section off to another Level Designer to be completed
Locations: Paris: Airfield
Level Design
• Updated Gameplay Beats to reflect discussions with multiple disciplines
• Researched Paris Airfield functionality, geometry, and real world metrics
• Designed 2D Paper Map
• Created 3D block mesh assets using Maya
• Blocked out initial layout of Airfield adjusting real world metrics for gameplay
• Handed off to new Level Designer after providing key information


































































