
My contribution

Level design
I was heavily involved in the level design process, designing the terrain's structure and all the points of interest that would be scattered along.
The flow of the world was a very important consideration as we had a number of systems to make navigation a key feature of the game.
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The player can unlock a vehicle later in the game which drastically changes how they navigate. The environment was designed with these two stages in mind so that this progression would be meaningful and the new abilities of the vehicle, namely climbing walls, would dramatically impact how the player would go about navigating the terrain.
Quest design
I designed the story and quest system for the game which guided the player through the extensive world created. It was the main progression system in the game, unlocking useful items such as blueprints for buildings for the player to use.
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I also connected a lot of this story and quest design with all the level design work I did, making it feel more like a cohesive world.

My other contributions to this project were:
Documentation
System design
Pitching
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I worked closely with the programmers to introduce new systems that would enrich the survival experience and work towards the more methodical and measured player experience.
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I kept documentation of all the intended design and systems to allow the programmers to work remotely more effectively and keep the team in the loop.
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I worked on the entire pitching process, from getting pitch materials ready to presenting and answering questions.