— ENGINE & TOOLS
Stingray, LUA
— TEAM
Fatshark Vermintide team
— TIME PERIOD
8 months
— DESCRIPTION
During these eight months, I worked in three main areas:
1. Level design work on the released level Tower of Treachery. (released on 28 March 2023)
2. Level Design related bug fixing.
3. Designing a level of my own in my spare time.
The armory
Concept, blockout and level art.
Near a doorway halfway through the level, I proposed adding an armory. It suited the castle setting and provided a natural place for the team to stock up on potions, bombs and ammunition.
The painting area
- Block-out & base level art for all characters.
At the level design lead’s request, I worked extensively on the area where players enter a magical painting.
The area changes visually depending on which character the player is using.
I created a shared blockout to ensure that every character variant used consistent collision, then added the base level art for each version.
Additional work
- Added sound volumes throughout the level.
- Playtesting and bug fixing.
- Idea for visual-script set-up for end-fight.
I fixed and helped ship patches for more than 80 level-design issues reported by players and playtesters. These fixes included:
- Visual scripting
- Adjusting, adding and removing buggy volumes and blocks
- Level art cosmetic fixes
In my spare time, I worked on a personal level with feedback from the lead level designer. I used the project to learn more about the engine and strengthen my level-design skills.
The level consists 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.