The Persistence - Mission 02 - “Repair the Stardrive”








Overview
After coming onto the project late into production I was tasked with making and scripting a re iteration for “Repair The Stardrive”, the second
level of the main story arc. The level was already designed out and a basic level of scripting was already done, I was responsible for
iterating with a improved map layout, further scripting the level gameplay scenarios and narrative. The level was the introduction to use a
particular weapon, “The Valkyrie” in a unique way with the ability of unlimited ammunition. With this in mind I planned out some design
goals which would improve the overall mission.
Introducing and involving the main mission weapon at the start with a interesting puzzle sequence to show how it works.
Introduce new level Berserker enemy type.
Introduce new level Engineers enemy type.
Revise player path for better player control.
Improved balancing enemy encounters
See below for more detailed information.
Platform:
PS4, Playstation VR
Tool Used:
Maya, Unreal 4 Editor
Duration:
4+ Months
Team Size:
20+
Role:
Level Designer
Gameplay video
Here is a full play-through video, showing the scripted events, final and changed level design and pacing which I had iterated from the original design.
Running time: 5 minutes
Level Map
Level Map. (Click image to Expand )
FInal greybox map layout. (Click image to Expand )
Detailed info
Level Design & Building
Adjust level geometry to improve player movement flow.
Refine level geometry built using custom modular library within Maya to keep to correct metrics.
Work with level artist to make sure the overall vision was met.
Place level objects and cover points.
Place decals to aid the player navigate through the level.
Work with gameplay programmer to adjust level geometry and collision for map client secondary screen app.
Scripting
Additional bridge puzzle sequence to introduce “The Valkyrie” at the start of the level.
Hook up custom animations throughout level (Broken bridge at start of the level, fuse box door, activation of igniter rings, exit bridge).
Checkpoint markers for player direction.
Mission objective setup.
Combat
Balance enemy wave encounters.
Igniter wave counters
Place AI paths, triggers, spawn points.
Story and Dialogue
Worked with the Game Director to add additional dialogue for beginning puzzle sequence that was needed.
Integrate and trigger Zimri/Serena conversations, hints and misc dialogue.