God of War Ragnarök
Website: https://www.playstation.com/en-us/games/god-of-war-ragnarok/
Role: Level Designer & Realm Owner
Developer: Santa Monica Studio (Sony)
Genre: Third-person Action Adventure
Engine: Maya with proprietary tools
Responsibilities:
• Responsible for owning and maintaining a Realm (Level) from inception to finished quality
• Scripted key narrative moments, companions, and dialogue across multiple realms
• Fixed critical issues and progression blockers, as well as collision issues across multiple realms
• Used feedback from UXR testing to iterate and improve design concepts
• Mentored less experienced designers and encouraged creativity
• Collaborated with other disciplines to improve the overall gameplay experience
Role: Level Designer & Realm Owner
Developer: Santa Monica Studio (Sony)
Genre: Third-person Action Adventure
Engine: Maya with proprietary tools
Responsibilities:
• Responsible for owning and maintaining a Realm (Level) from inception to finished quality
• Scripted key narrative moments, companions, and dialogue across multiple realms
• Fixed critical issues and progression blockers, as well as collision issues across multiple realms
• Used feedback from UXR testing to iterate and improve design concepts
• Mentored less experienced designers and encouraged creativity
• Collaborated with other disciplines to improve the overall gameplay experience
Niflheim Realm
Description: Niflheim is a realm of mist which has been impacted by Fimbulwinter. Atreus and Thor travel to Niflheim to retrieve the final piece of the Mask of Creation. Atreus uses his mask to navigate through the environment, with Thor creating paths for him through the ice. The player can return later to Niflheim as Kratos to complete additional challenges the realm has to offer.
This level was scoped down significantly during production due to art constraints.
Locations: Mist Fields, Frozen Caverns, Pale Meadows, The Eternal Chasm, The Raven Tree, Aesir Prison Wreckage
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
This level was scoped down significantly during production due to art constraints.
Locations: Mist Fields, Frozen Caverns, Pale Meadows, The Eternal Chasm, The Raven Tree, Aesir Prison Wreckage
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
Level Design Process
Concept
• Created brainstorming ideas for mechanics and interactions within the environment
• Determined Location, Theme, Narrative, Goals, Key Mechanics
• Compiled Mood boards with concepts and images which related to to level
• The design changed drastically after a major part of the realm was scoped down during late production
Documentation
• Defined specific gameplay beats for the level
• Designed Paper Maps for entire level and each individual space
• Created Pitch Decks to communicate ideas to Directors
• Established initial encounter configuration and size in each section
• Created several documents brainstorming ideas, themes, companion actions
Blockout
• Blocked out the entire shape of the level from start to finish (shell)
• Gave other disciplines an ideas of the overall scale and pacing of the level
• Iterated on the shape of the level
Grey Block
• Grey-Blocked each room in the level using Paper Map designs as an initial starting point
• Used Maya to Grey-block out specific areas (room to room)
• Worked with Art to determine the scale of certain areas
Final
• Worked with other disciplines to implement final version of the Level
• Companion scripting, Checkpoints, Quest states, Narrative Design
• Collision, Tuning, Playtesting, Bug fixing, Polish, Data reviews, Gatekeeping
• Created brainstorming ideas for mechanics and interactions within the environment
• Determined Location, Theme, Narrative, Goals, Key Mechanics
• Compiled Mood boards with concepts and images which related to to level
• The design changed drastically after a major part of the realm was scoped down during late production
Documentation
• Defined specific gameplay beats for the level
• Designed Paper Maps for entire level and each individual space
• Created Pitch Decks to communicate ideas to Directors
• Established initial encounter configuration and size in each section
• Created several documents brainstorming ideas, themes, companion actions
Blockout
• Blocked out the entire shape of the level from start to finish (shell)
• Gave other disciplines an ideas of the overall scale and pacing of the level
• Iterated on the shape of the level
Grey Block
• Grey-Blocked each room in the level using Paper Map designs as an initial starting point
• Used Maya to Grey-block out specific areas (room to room)
• Worked with Art to determine the scale of certain areas
Final
• Worked with other disciplines to implement final version of the Level
• Companion scripting, Checkpoints, Quest states, Narrative Design
• Collision, Tuning, Playtesting, Bug fixing, Polish, Data reviews, Gatekeeping
Niflheim Frost Ancient Encounter
Description: After navigating through Niflheim, Atreus is confronted by a Frost Ancient. Atreus must defeat this creature and the surrounding Hellwalkers in order to progress through the level. This is a mini Boss fight where the player must use their skill set to overcome a challenging enemy.
Level Design
• Responsible for owning and polishing this area
• Updated area from inception, to Grey-box, to final gameplay
• Worked with Encounter Designers to ensure the space was appropriate for combat
• Used feedback from UXR testing to iterate and improve design concepts
• Fixed collision issues in the level using Maya and proprietary tools
• Collaborated with other disciplines to improve the overall gameplay experience
Narrative Design
• Implemented VO to convey key narrative moments using Dialogue design tools
• Scripted key narrative moments and implemented dialogue
• Created memorable narrative moments for the player to experience, which were crucial to the main story and character development
Level Design
• Responsible for owning and polishing this area
• Updated area from inception, to Grey-box, to final gameplay
• Worked with Encounter Designers to ensure the space was appropriate for combat
• Used feedback from UXR testing to iterate and improve design concepts
• Fixed collision issues in the level using Maya and proprietary tools
• Collaborated with other disciplines to improve the overall gameplay experience
Narrative Design
• Implemented VO to convey key narrative moments using Dialogue design tools
• Scripted key narrative moments and implemented dialogue
• Created memorable narrative moments for the player to experience, which were crucial to the main story and character development
Jotunheim
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