My Work
For the Promise of a Flower campaign, I was the primary Level Designer on the 3rd mission (Strike). I was responsible for creating the whole level from initial paper design to final shipping quality. I also helped define the look and feel of the Pathogen Hive through my spline architecture, and was a core member of the team that planned the additions to the environment kit. My work included blocking out all the spaces using splines and static meshes, designing mission layout, combat lanes and encounter spaces, placing spawn points, invisible collision for navmesh refinement on walls and ceilings, first pass gameplay lighting, and being on the strike team responsible for iterating on the Pathogen Queen boss fight.
I also created the final fight space in the 2nd mission (Approach) from paper design to final shipping quality. Additionally, I helped on this mission as an environment artist, building the vistas in 2 of the featured rooms, and assisting in polishing many of the hallways throughout the mission.
Promise of a Flower - strike
In the 3rd and final mission of the Pathogen Expansion, we wanted to drive the theme of the “infected” hive as hard as possible. I constructed these hive spaces a little differently than the ones in the main game, utilizing pustles and other static meshes to show the difference between the two types of hive. These spaces needed to feel a bit more grand as well, since this hive had taken over an Engineer’s complex. I fully visualized what the space was before the hive had taken over, assigning hidden purposes to each room, and even built out most spaces completely before starting on the hive spline process. This really helped me drive the theme that these areas had been defiled and ruined by this infected hive, and I truly feel this approach made the level much better as a result.







































Promise of a flower - approach
For the final fight space in Approach, we wanted the player to feel just how invasive the Hive was in this area. I used the hive splines to envelop and twist around this previously grand Engineer temple, to carry the theme forward. I also started the theme of hive tunnels crashing through walls in this space, and carried that same idea forward in Mission 3.
I also created the first pass of the vistas (destroyed stone areas) seen in the image gallery below, and the basic structure of these vistas stayed the same all the way to ship, with additional world building work from artists to make them shine.







