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 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.