— ENGINE & TOOLS
Stingray, LUA
— TEAM
Fatshark Vermintide team
— MY ROLES
— TIME PERIOD
8 months
— DESCRIPTION
During these 8 months i had 3 bigger work areas.
1. Level design work on the released level Tower of Treachery. (Released 28th March 2023)
2. Level Design related bug fixing.
3. Designing a level of my own in my spare time.
The armory
- Idea, block-out & level art.
At a door halfway through the level I had an idea to add an armory. I thought it would be a fitting room for the castle level and also it felt like a perfect place for the team to stock up on potions, bombs and ammunition.
The painting area
- Block-out & base level art for all characters.
As a request from the level design lead i did a lot of work on this area in the level where the player enters a magic painting. The area is visually different depending on what character you are playing as.
I created a block-out so all players would have the same collision and added base level art for all the different characters.
Additional work
- Adding sound volumes for the whole level.
- Play testing and bug fixing.
- Idea for visual-script set-up for end-fight.
More than 80 fixed and patched level design related bugs, sent in from players and play-testers. This included fixes with
- Visual scripting
- Adjusting, adding and removing buggy volumes and blocks
- Level art cosmetic fixes
In my spare time i worked on a level of my own with feedback from the lead level designer. This to learn more about the engine and also to develop all my level designing skills.
The level consist of three main parts.
1. The team arriving to a small coast-side town. Looking for clues on where to find the skull-island.
2. After finding a map and fighting through a big ship battle the crew arrives to skull island and must find a way to enter the skull cave.
3. The cave offers a big end fight and the collection of a sought after weapon.