ELIZABETH WRIGHT SENIOR LEVEL DESIGNER
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Star Wars Jedi: Fallen Order

Website: https://www.ea.com/games/starwars/jedi-fallen-order
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Role: Level Designer & Planet Owner
Developer: Respawn Entertainment (EA)
​Genre: Third-person Action Adventure
​Engine: Unreal Engine 4

Responsibilities:
• ​Responsible for owning and maintaining a Planet (Level) to finished quality using Unreal Engine
• Scripted key narrative moments, implemented dialogue, and positioned cinematic cameras
• Used feedback from UXR testing to iterate and improve design concepts
• Fixed collision issues across multiple levels using Maya and Unreal
• Collaborated with other disciplines to improve the overall gameplay experience

• Fixed critical issues and progression blockers, as well as minor issues across multiple planets

Planet Bogano

Description:​ Bogano is a remote planet that is located in the Outer Rim and was once the home of Jedi Master Eno Cordova. Cal navigates the planet and finds a useful new companion BD-1, as well as some formidable foes. The level has a Metroidvania style layout with several areas that the player can return to later in the game. Inherited initial Grey-box Level from Jeff Magers.

Locations: Abandoned Workshop, Ancient Vault, Binog Mesa, Bogdo Sinkholes, Fractured Plain, Great Divide, Hermit's Abode, Landing Pad, Subterranean Refuge
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​Level Design
• Added Tutorials to the initial areas of the game to teach the player important core mechanics
• Evaluated level design decisions, and suggested design changes and improvements for the level
• Scripted important events and game logic through the use of Blueprint scripting in the Unreal Engine

• Implemented animations for moving doors, platforms, bridges, and environmental geometry using sequencer
• Fixed collision issues across multiple levels using Maya and Unreal
• Replaced placeholder functionality and assets with final pieces
• Set dressed parts of the level to bring living world elements to life
​• Added checkpoints, save/load logic, and necessary level streaming

• Cleaned up Blueprint Scripts and logic to increase efficiency and readability
• Created difficult navigation challenges for the player to engage with as side content

Cameras
• Added custom cameras for points of interest and cinematic moments
• Scripted gameplay cameras to improve navigation and traversal across the level

• Worked with sequencer and the cinematics team to implement important in game cinematics and narrative moments

Living World
• Created Concept Art sketches of animated poses for living world creatures on the planet
• Drafted a request list of animations and poses to be created by animators
• Scripted living world creatures and animations in the environment
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Bogano Vault Dream Sequence

Description:​ Inside the Bogano Vault, Cal uses the Astrium and enters a dream sequence. During this level, Cal is shown horrific visions of Order 66, and his potential future as an Inquisitor. This is a narrative heavy level, with multiple scripted sequences, cameras, and events.

​Level Design
• Responsible for owning and polishing this area
​• 
​Updated area from Grey-box to final gameplay
• Scripted key narrative moments, implemented dialogue, and positioned cinematic cameras
• Used feedback from UXR testing to iterate and improve design concepts
• Fixed collision issues in the area using Maya and Unreal
• Collaborated with other disciplines to improve the overall gameplay experience


​Narrative Design
• Implemented VO to convey key narrative moments using Dialogue design tools such as Heckle
• Scripted key narrative moments and events as well as camera transitions
• Created memorable narrative moments for the player to experience, which were crucial to the main story and character development
• Brought story elements to life through in game cinematics, camera transitions, and scripting logic
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Return to Bogano Vault

Description:​ After the dream sequence, Cal smashes the glass in front of him, transitioning back into the Bogano Vault. Just as he reaches for the Holocron, Trilla the Inqusitor shows up looking for a fight.

​Level Design
• Created transition from Dream Sequence back to the Bogano Vault
• Worked with Tech Design to implement Holocron transition into Cinematic and Combat

• Performed Bug fixing and Level polish work on this area
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Interactions with other disciplines
• Worked with multiple disciplines to enhance the quality of the game and improve design processes
• Communicated with team members to make sure assets were implemented correctly and efficiently

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UXR and Feedback
• Performed extensive level play-testing, reviews, and iteration
• Documented UXR feedback and worked to resolve issues and polish the level
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