Secret Testing Station
Description:
As part of the Chapter 2 Lost Harvest DLC, the player is sent forth to discover the hidden secrets that lie beneath Testing Station #060 by a contract-giver. What seems like an easy mission slowly unfurls into a series of revelations about what happened in this ancient testing station thousands of years ago.
Tone: Horror, Suspense
Gameplay: Close quarters, Loot discovery, Narrative-focused
Playthrough
Positive Player Impression
(Skip to 25:55)
The Process
– It all started with a design document created by our director. My job was to interpret the design doc and create a layout that fit the narrative while also providing engaging gameplay.
– I was tasked with creating a top down map to get an idea for things such as level flow, metrics, encounters, story beats, and pacing.
– I also had to incorporate a boss room which we had not done to this scale before in the game.
– Next came creating a blockout in-engine, which is where I started to define the architecture and key moments of the level. At this stage I rapidly iterated based on feedback from all departments to get a comprehensive sense of what it would take to achieve our targeted experience while not going over-scope.
– After getting approval on the blockout, next was working closely with our game designer to figure out technical aspects of the level. This included placing out enemy encounters, implementing hazards, placing loot, and defining how the player would be gated depending on their progress.
– This also included figuring out more intricate dependencies with other departments like world design, art, economy, and narrative. For example, I had multiple meetings with artists to align on the direction of the level and explain what each space should be in the context of Dune and our alternate universe narrative.
– After rigorously iterating and playtesting, the level was ready to enter the final stage of development – polish and bug fixing. It was my job to be the first-in-command when it came to catching any larger issues with the level that needed attention. One issue that I had to act quick on was the multiplayer component and preventing players from griefing each-other by occupying the level, effectively preventing other players from entering the content.
– I got around this by incorporating instancing technology into all 3 of this DLC’s testing stations within the matter of 2 weeks. I had to work closely with coders to figure out how to optimize these levels for this tech to work properly. I created documentation to help my fellow colleagues understand this complex system more easily and move the process along efficiently.