Unannounced AAA Star Wars Games
Role: Level Designer
Developer: EA Vancouver (EA)
Engine: Frostbite Engine
Responsibilities:
• Developed the overall game structure, Metagame and main progression system
• Designed constructs, quest structure, NPC interactions, and world systems
• Created design documentation, Star Wars research documents, and prototype briefs
• Mentored other Designers and on-boarded new hires
Game structure and Metagame
• Designed the foundations of the overall Game structure and Metagame
• Created a glossary of Metagame terms that could be referred to by the team
• Identified the Metagame's reward structure and compulsion loop
• Determined the Main progression and Player progression
• Wrote the Game structure Creative Brief
• Documented the Economy for each planet and how it impacts the Metagame
Quest Structure
• Determined the range of interactions with NPC characters and quest givers
• Defined the connections and interactions between NPC characters
• Established the types of meaningful interactions the Player will have with NPCs
• Determined an overall lose quest flow
• Answered questions around dynamic jobs and mission structure
• Wrote the quest structure Creative Brief which defined how quests were acquired, structured, and rewarded
World Systems
• Identified the role of weather and time of day, and how they impact the other systems
• Used prototypes to create compelling experiences that leverage time of day and weather
Construct Design
• Determined a comprehensive list of Construct types that fit with the vision of the game
• Established the gameplay value of each of the Constructs (high, medium, low)
• Researched the Constructs that had the highest gameplay value and created detailed write-ups
• Created a comprehensive list of adjectives and modifiers that can be used to create Construct variation
• Organized several meetings to discuss Gameplay Constructs and variations
• Collaborated with colleagues to develop definitive completion criteria for the Constructs
• Used the World Bible to identify various Constructs and their context per planet
• Classified the Constructs using specific categories (Gameplay, Landmark, and Non-gameplay Constructs)
• Evaluated the Construct using an excel spreadsheet to ascertain gameplay value and overall playing time
• Established the ballpark number of Construct instances per planet
• Created several maps to visually represent Contructs using iconography
• Determined the completion criteria for each of the Constructs
Created Construct Prototypes
• Authored the vision for the Constructs and performed hands-on prototyping and Gameplay tuning
• Utilized the current set of game mechanics to determine and engaging Gameplay space
• Determined the scalability of the design and worked with other disciplines to test modularity
• Collaborated with other disciplines to iterate on the design and improve the Gameplay space
• Worked to develop and initial set of rules around Constructs using the current mechanics
• Created Constructs with distinct objectives, and both interior and exterior challenges
• Combine various dynamic events to change gameplay and add variety
• Focused primarily on Sandbox Gameplay and experience
Developer: EA Vancouver (EA)
Engine: Frostbite Engine
Responsibilities:
• Developed the overall game structure, Metagame and main progression system
• Designed constructs, quest structure, NPC interactions, and world systems
• Created design documentation, Star Wars research documents, and prototype briefs
• Mentored other Designers and on-boarded new hires
Game structure and Metagame
• Designed the foundations of the overall Game structure and Metagame
• Created a glossary of Metagame terms that could be referred to by the team
• Identified the Metagame's reward structure and compulsion loop
• Determined the Main progression and Player progression
• Wrote the Game structure Creative Brief
• Documented the Economy for each planet and how it impacts the Metagame
Quest Structure
• Determined the range of interactions with NPC characters and quest givers
• Defined the connections and interactions between NPC characters
• Established the types of meaningful interactions the Player will have with NPCs
• Determined an overall lose quest flow
• Answered questions around dynamic jobs and mission structure
• Wrote the quest structure Creative Brief which defined how quests were acquired, structured, and rewarded
World Systems
• Identified the role of weather and time of day, and how they impact the other systems
• Used prototypes to create compelling experiences that leverage time of day and weather
Construct Design
• Determined a comprehensive list of Construct types that fit with the vision of the game
• Established the gameplay value of each of the Constructs (high, medium, low)
• Researched the Constructs that had the highest gameplay value and created detailed write-ups
• Created a comprehensive list of adjectives and modifiers that can be used to create Construct variation
• Organized several meetings to discuss Gameplay Constructs and variations
• Collaborated with colleagues to develop definitive completion criteria for the Constructs
• Used the World Bible to identify various Constructs and their context per planet
• Classified the Constructs using specific categories (Gameplay, Landmark, and Non-gameplay Constructs)
• Evaluated the Construct using an excel spreadsheet to ascertain gameplay value and overall playing time
• Established the ballpark number of Construct instances per planet
• Created several maps to visually represent Contructs using iconography
• Determined the completion criteria for each of the Constructs
Created Construct Prototypes
• Authored the vision for the Constructs and performed hands-on prototyping and Gameplay tuning
• Utilized the current set of game mechanics to determine and engaging Gameplay space
• Determined the scalability of the design and worked with other disciplines to test modularity
• Collaborated with other disciplines to iterate on the design and improve the Gameplay space
• Worked to develop and initial set of rules around Constructs using the current mechanics
• Created Constructs with distinct objectives, and both interior and exterior challenges
• Combine various dynamic events to change gameplay and add variety
• Focused primarily on Sandbox Gameplay and experience
Star Wars Research Documents
Created Star Wars Research Documents
• Informative Research Documents that were shared studio wide to teams across EA working on Star Wars games
• Star Wars Timeline and Factions: Episode III-IV, Episode VI-VII, Episode VIII (35 pages)
• Star Wars Weapons: Blasters, Rifles, Unusual, Projectiles, Melee, Super, Stationary, Non-Canon (103 pages)
• Star Wars Vehicles: Warships, Space, Starfighters, Air, Surface, Sea, Walkers, Tanks, Solo film (91 pages)
• Star Wars Droids: Camera, Labour, Service, Protocol, Astromech, War, Security, Medical, Solo film, Tatooine (87 pages)
• Star Wars Technology: Communications, Information, Health & Safety, Equipment, Field Gear, Binoculars (58 pages)
• Informative Research Documents that were shared studio wide to teams across EA working on Star Wars games
• Star Wars Timeline and Factions: Episode III-IV, Episode VI-VII, Episode VIII (35 pages)
• Star Wars Weapons: Blasters, Rifles, Unusual, Projectiles, Melee, Super, Stationary, Non-Canon (103 pages)
• Star Wars Vehicles: Warships, Space, Starfighters, Air, Surface, Sea, Walkers, Tanks, Solo film (91 pages)
• Star Wars Droids: Camera, Labour, Service, Protocol, Astromech, War, Security, Medical, Solo film, Tatooine (87 pages)
• Star Wars Technology: Communications, Information, Health & Safety, Equipment, Field Gear, Binoculars (58 pages)
Amy Hennig's Unannounced AAA Star Wars Game
Role: Level Designer
Developer: EA Vancouver (EA)
Responsibilities:
• Implemented sandbox levels using Frostbite, and created 2D level plans, beat charts, and mission designs
• Scripted combat encounters, narrative beats, companion functionality, and smart objects
• Worked with Amy Hennig to polish levels for final approval
Level Design
• Designed 2D Level paper plan layouts for gameplay and narrative requirements
• Created Beat and flow charts to determine progression and difficulty ramping
• Created storyboards to determine key narrative beats and level pacing
• Designed detailed mission design documents, and gameplay scenarios which fit narrative requirements
• Created 3D block mesh assets using Maya, and implemented Grey block environments in Frostbite
• Designed sandbox gameplay for multiple combat and stealth approaches
• Used world metrics and modular kits
• Established key landmarks and line of sight
• Designed the levels with verticality and multiple options for traversal
• Implemented dynamic traversal using timeline and spline data
• Added various points of interest and collectibles
• Performed level reviews and iteration to refine the quality of the level
Developer: EA Vancouver (EA)
Responsibilities:
• Implemented sandbox levels using Frostbite, and created 2D level plans, beat charts, and mission designs
• Scripted combat encounters, narrative beats, companion functionality, and smart objects
• Worked with Amy Hennig to polish levels for final approval
Level Design
• Designed 2D Level paper plan layouts for gameplay and narrative requirements
• Created Beat and flow charts to determine progression and difficulty ramping
• Created storyboards to determine key narrative beats and level pacing
• Designed detailed mission design documents, and gameplay scenarios which fit narrative requirements
• Created 3D block mesh assets using Maya, and implemented Grey block environments in Frostbite
• Designed sandbox gameplay for multiple combat and stealth approaches
• Used world metrics and modular kits
• Established key landmarks and line of sight
• Designed the levels with verticality and multiple options for traversal
• Implemented dynamic traversal using timeline and spline data
• Added various points of interest and collectibles
• Performed level reviews and iteration to refine the quality of the level