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
EPISODES
Description: Insert information here. Vertical Slice proof of concept descriptor. Role descriptor.
Locations: Paris Sewers
Level Design
• Created Macro Document detailing key gameplay beats and important narrative information
• Designed multiple 2D Paper Maps, confluence pages, and presentation documents
• Created 3D block mesh assets using Maya, and implemented Grey block environments
• Scripted Companion functionality, using context actions and splines
• Fixed collision issues across multiple levels using Maya and proprietary tools
• Added checkpoints, save/load logic, and necessary level streaming
• Performed Bug fixing, gatekeeping, and data reviews
• Designed around complicated Scope reductions based on Art constraints
Narrative Design
• Implemented VO to convey key narrative moments using scripting and Dialogue design tools
• Brought story elements to life through key scripted events
• Created memorable narrative moments for the player to experience, which were crucial to the main story and character development
Tech Design
• Implemented Quest scripting, and provided bug fixing support
• Scripted important events and game logic through the use of Visual Scripting
• Added Region reveals for each major section of the level
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 Sewers
Level Design
• Created Macro Document detailing key gameplay beats and important narrative information
• Designed multiple 2D Paper Maps, confluence pages, and presentation documents
• Created 3D block mesh assets using Maya, and implemented Grey block environments
• Scripted Companion functionality, using context actions and splines
• Fixed collision issues across multiple levels using Maya and proprietary tools
• Added checkpoints, save/load logic, and necessary level streaming
• Performed Bug fixing, gatekeeping, and data reviews
• Designed around complicated Scope reductions based on Art constraints
Narrative Design
• Implemented VO to convey key narrative moments using scripting and Dialogue design tools
• Brought story elements to life through key scripted events
• Created memorable narrative moments for the player to experience, which were crucial to the main story and character development
Tech Design
• Implemented Quest scripting, and provided bug fixing support
• Scripted important events and game logic through the use of Visual Scripting
• Added Region reveals for each major section of the level
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
Notes - Post VSL
Description: Here's Notes of all the things I've been doing Post-VSL (Feb 2024 onwards)
Combat Metrics Gym
• Created a Metrics Gym for Combat that Level Designers could reference while building Combat Spaces
• Determine Metrics for small, medium, and large combat arenas
• Interior/Exterior spaces (Rooms/Hallways/Exteriors)
• Determined metrics around objects inside of rooms (space between table and wall appropriate for combat - so enemy/player can fit behind it)
Companion Design (see detailed notes below)
• Worked on Companion Design (AI Design/Systems Design)
Gabe Sniper Mode
LD IGC?
Combat Metrics Gym
• Created a Metrics Gym for Combat that Level Designers could reference while building Combat Spaces
• Determine Metrics for small, medium, and large combat arenas
• Interior/Exterior spaces (Rooms/Hallways/Exteriors)
• Determined metrics around objects inside of rooms (space between table and wall appropriate for combat - so enemy/player can fit behind it)
Companion Design (see detailed notes below)
• Worked on Companion Design (AI Design/Systems Design)
Gabe Sniper Mode
LD IGC?
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 companion design 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
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 companion design 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
IGC / CINE - Collaboration on Set
Description: Days on set collaborating with Cinematics team
Cinematics and IGCs
• Designed and developed IGCs that would be added in to the game
• Wrote the IGC content needed 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 scene
• Updated layouts according to Cinematic needs
• Created Cinematic layouts that were appropriate for set
• Implemented final IGCs and Cinematics into Level flow
Cinematics and IGCs
• Designed and developed IGCs that would be added in to the game
• Wrote the IGC content needed 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 scene
• Updated layouts according to Cinematic needs
• Created Cinematic layouts that were appropriate for set
• Implemented final IGCs and Cinematics into Level flow
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 Prototype Companion logic to represent Companion behaviour in the level
• Added in Tutorial pop-ups and collaborated with Gameplay Designer
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?
• Collision??, 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 Prototype Companion logic to represent Companion behaviour in the level
• Added in Tutorial pop-ups and collaborated with Gameplay Designer
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?
• Collision??, Tuning, Playtesting, Bug fixing, Polish
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
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
EPISODE 1 - Act 2: Catacombs
Description: Walk and Talk with Cap Gabe and Louis. Player character is Captain America.
EPISODE 1 - Act 2: Metro
Description: Cap Gabe and Louis with Cap Leading. Combat. Player is Captain America.
EPISODE 1 - Act 2: Churchyard
Description: Cap Gabe and Louis with Cap Leading. Combat. Player is Captain America.
EPISODE 3 - Act 4: Airfield
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. Player primarily controls Gabe Jones in a new Sniper mode.
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
• Provided information and collaborated with new Level Designer to hand off section
• Passed this section off to another Level Designer to be completed (iterating on initial greyblock, scripting up encounters and companions)
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
• Provided information and collaborated with new Level Designer to hand off section
• Passed this section off to another Level Designer to be completed (iterating on initial greyblock, scripting up encounters and companions)
RESEARCH / PAPER MAP / MODULAR KIT
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)
• 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)
• Implemented Grey block environments
• Gameplay, Combat Encounters, Companion Scripting, Checkpoints, IGCs
• Collaborated with Artists
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)
• 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)
• Implemented Grey block environments
• Gameplay, Combat Encounters, Companion Scripting, Checkpoints, IGCs
• Collaborated with Artists
Vertical Slice
060 SEWERS
COMBAT TEST GYM
Description: Jotunheim is the home of the Giants and where Atreus first meets Angrboda. Atreus explores the Ironwood forest in Jotunheim, and Angrboda uses her magic to create new paths through the realm. They ride on Jalla to navigate the realm and are eventually forced to confront Angrboda's grandmother. The player can return to this realm later in the game as Kratos to interact with Angrboda and Fenrir. This is a narrative heavy level. Worked primarily as a Narrative Designer with Realm owner Justin Stanton on this section.
Locations: Ironwood, The Forgotten Grove, The Glittering Fields, The Valley of the Fallen, Trail of the Jotnar, Vimur River, Idi's Sinkhole, Angrboda's Treehouse
Level Design
• Scripted key narrative moments and implemented dialogue
• Implemented Companion Scripting, tuning, and resolved issues
• Used feedback from UXR testing to fix problems and polish the level
• Fixed collision issues across multiple levels using Maya and proprietary tools
• Cleaned up Visual Scripts and logic to increase efficiency and readability
• Collaborated with other disciplines to improve the overall gameplay experience
• Evaluated level design decisions, and suggested design changes and improvements for the level
Narrative Design
• Implemented VO to convey key narrative moments using scripting and Dialogue design tools
• Brought story elements to life through key scripted events
• Created memorable narrative moments for the player to experience, which were crucial to the main story and character development
Living World
• Scripted living world creatures and determined placement
• Communicated with team members about animations and support
• Resolved bugs and tuned wildlife in the environment
Interactions with other disciplines
• Worked with Realm owner Justin Stanton to maintain the vision of the level
• Collaborated with Tech Designers to set up custom scripted events
• Worked with multiple disciplines to enhance the quality of the game and improve design processes
Locations: Ironwood, The Forgotten Grove, The Glittering Fields, The Valley of the Fallen, Trail of the Jotnar, Vimur River, Idi's Sinkhole, Angrboda's Treehouse
Level Design
• Scripted key narrative moments and implemented dialogue
• Implemented Companion Scripting, tuning, and resolved issues
• Used feedback from UXR testing to fix problems and polish the level
• Fixed collision issues across multiple levels using Maya and proprietary tools
• Cleaned up Visual Scripts and logic to increase efficiency and readability
• Collaborated with other disciplines to improve the overall gameplay experience
• Evaluated level design decisions, and suggested design changes and improvements for the level
Narrative Design
• Implemented VO to convey key narrative moments using scripting and Dialogue design tools
• Brought story elements to life through key scripted events
• Created memorable narrative moments for the player to experience, which were crucial to the main story and character development
Living World
• Scripted living world creatures and determined placement
• Communicated with team members about animations and support
• Resolved bugs and tuned wildlife in the environment
Interactions with other disciplines
• Worked with Realm owner Justin Stanton to maintain the vision of the level
• Collaborated with Tech Designers to set up custom scripted events
• Worked with multiple disciplines to enhance the quality of the game and improve design processes