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Immortals of Aveum

EMPLOYER: TLM Partners (contract work for Ascendant Studios)
POSITION: Senior Level Designer

Main Mission: The Underdwell

OVERVIEW:

This level is apart of chapter 9 and is called "The Magic Eaters". It sees the player exploring a locked off and dangerous mine called "The Underdwell". It is there that the player must fight there way through in hopes of finding a missing person. Along the way they contend with a terrifying and invincible enemy type. This mission features a variety of combat scenarios as well as small and large scale puzzle sequences. This mission was originally owned by another LD and I came on after they had left to continue their work.
 

RESPONSIBILITIES:

  • Created mission design docs which included writeups and paint-overs to sell the idea of this mission to leads and directors.

  • Created top down pen and paper plans for mission flow, encounter planning and narrative elements.

  • Designed various mission spaces in the mines and caverns, including all combat arenas and secret spaces.

  • Designed all combat encounters.

  • Worked with narrative on story elements.

  • Integrated all mission scripting (conversations, objectives, walk and talks, combat encounters, ai, spawning, cleanups, dialogue triggers, phone calls, animations, puzzles, lore pickups and loot)

  • Took around half of this level from whitebox to shipping quality. (The other half was designed by another LD but was reorganized and structured by myself)

  • Managed mission layers and the loading and unloading of mission specific assets.

  • Scripted mission boundaries, locked doors, puzzle doors, and combat arena seals

  • Setup metroidvania level return mechanics (doors that required a certain ability, puzzles that required a future tool)

  • Setup ai paths, animation stations, scripted behaviours, barks, and reinforcements. 

  • Setup seamless gameplay to cinematic transitions and vice versa.

Challenge Shrine: Suspension Fane

OVERVIEW:

This is an optional challenge area that was designed by myself. It is a platforming focused obstacle course that has the player dodging flames while using their slow powers to create a way forward. The focal point of this challenge shrine was based on spinner and pusher obstacles and is heavily inspired by shrines from "The Legend of Zelda: Breath of The Wild".
 

RESPONSIBILITIES:

  • Created mission design docs to sell the idea of this fane to leads and directors.

  • Created top down pen and paper plans for obstacle course flow.

  • Setup platform materialization.

  • Setup obstacles which would move and damage players.

  • Setup a variety of VFX and SFX.

  • Took the mission from whitebox to shipping quality.

  • Managed mission layers and the loading and unloading of mission specific assets.

  • Scripted mission boundaries.

  • Setup fast travels on either side of the fane.

  • Setup interacts and mission rewards.

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