Tyranny
The Blade Grave

In addition to my responsibilities as Lead Level Designer, I designed, blocked out and implemented gameplay for much of the Blade Grave region. This space was ravaged by a magical storm of earth and blade, allowing for some bizzare formations.
Blockouts were created in Unity. Artists then performed full art passes in Maya prior to final gameplay iteration. I also helped with gameplay implementation in many other areas that I did not originate on paper.









Bastard's Wound (DLC)
This DLC was originally intended to be larger in scope. I was the principal designer for its second half before that content was cut to reduce overall scope.
To assist with the remaining DLC content, I did extensive writing for a number of characters and world map events, which were edited by our lead writer/project director.



I developed the quest and gameplay documentation for the cut content, including extensive blockout work for its core gameplay space.


