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.