the Dark Pictures Anthology: The Devil In Me - Supermassive Games

The Dark Pictures Anthology Season One (1) Finale - The Devil In Me.

I was a Cinematic/Gameplay and Level Designer on The Dark Pictures Anthology Season One Finale - The Devil In Me.

I began work on the project at the height of production on the lead-up to release.

With the requirements of the project I had room to learn multiple aspects of design on the project which included the following:

  • I was given ownership of several key scenes and levels of the project which included a dramatic showdown with the killer on a rooftop.

  • Gameflow creation and edits according to functionality requirements for the final game release.

  • Adding new or additional body and facial data for various sequences to create a coherent and believable experience.

  • Sequence Edits and Creation according to Design Objectives for the Project.

  • Collaborating with the Environment Team I made edits to the Level Design and Layout of the space to make a more believable game space.

  • Camera creation and edits within sequences and gameplay elements during exploration segments.

  • Bug Fixing was key to the release of the game and I performed this function on the run-up to release.

 

 
 
 

Unreleased & Upcoming Titles

 

The Dark Pictures Anthology: Directive 8020 - Supermassive Games

The Dark Pictures Anthology Season Two (2) Premiere - Directive 8020.

Moving to Directive 8020 as part of the Level Design Team I was immediately tasked with several re-designs of key encounters and a full deck/level of the ship.

I began work on the project as it moved towards Alpha Milestone and continued work past this towards Beta Milestone.

With the requirements of the project I had room to really explore and expand upon my Level Design skills:

  • I was given ownership of several key scenes and levels of the project which included several key combat and stealth encounters towards the end of the game.

  • I worked closely with a number of disciplines and stakeholders, mainly the AI Team, Narrative Team, Design Director, and Envionment Design teams as I continued to create and iterate upon my Level Designs to ensure a cohesive and terrifying experience for players of all skill levels.

  • Gameflow creation and edits according to functionality requirements for the final game release.

  • Adding new or additional body and facial data for various sequences to create a coherent and believable experience.

  • Sequence Edits and Creation according to Design Objectives for the Project.

  • Bug Fixing is always key to any game design at any stage and we actively participate in bug fixing leading up to every milestone.