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SENIOR LEVEL DESIGNER

As a Senior Level Designer on the Exploration team I was responsible for one of the game's exploration levels - Vanaheim's River Delta.

My involvement and ownership lasted from the very beginning until the very end. This involved establishing meta-design principles through design documents, conveying vision through paper maps, executing on vision through detailed 3D blockouts, and realizing the experience through extensive visual scripting.

As more disciplines and developers started getting involved with the level my responsibilities expanded into also communicating and maintaining the creative vision of the level. Be it Quests, Art, Encounters, or Lighting - there had to be a constant and diligent communication between all parties to ensure that the work going in was both consistent and aligned.

Finally this transitioned into Playtest Season, where I was constantly observing playtests to evaluate what did and didn't work in the level. By additionally using telemetry we would evaluate all data available to us to inform us what needed to change for the next playtest. This involved establishing an action-plan for both myself, as well as any other discipline necessary.

With my level early on deemed as being very far along, I started to also help out on other parts of the game.

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