Wild Planet

Open World Survival

Level Designer
World Builder
Environment Artist

Monkey Factory

Contract from Aug 2022 - Feb 2023

Not long after I joined, during a new round of production planning, I was tasked with defining world details more concretely for the team.

I Pitched new locations, taking the world’s lore into consideration. - My goal was to evoke and inspire.

I used this terrain blockout method to pitch a few different locations.

I Drew maps, and drafted design rulesets for future production.
Such as resource placement rules & progression gating.

My goal was to give the world more structure than it had in previous iterations - and extrapolate from our new concept art to bring the character of the world to life.

Alien, Evocative environments.

I was asked to experiment with a proc gen tool with the goal of generating caves

- I learned to use Dungeon Architect and assessed its capabilities.

Initially, the goal was to have fully generated walls and floors w/ automatic resource and enemy placement. I advised against this in favor of room based generation, in an attempt to reduce the complexity of the system.

Runtime proc gen can have a very unpredictable non-linear iteration and should be very carefully considered.

It should not be considered as a shortcut to LD.

We eventually moved to the creation of static levels with improved LD tooling: Prefab World Builder, and a combination of small open source tools I grabbed and modified.

Workflow Testing with Spline Mesh Deform using Assets Produced by a contractor
- I worked with Bart on technical limitations and requirements before initial asset delivery — so they could be used immediately in various tools without modification.

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