The Night Wanderer

Established the foundational Level Design standards and technical workflows for The Night Wanderer - my first AAA project. As a Lead, I defined the holistic pillars of the game’s soulslike experience, bridging the gap between high-level creative direction and ground-level execution.

My role mostly focused on mentoring a multidisciplinary team of LDs and LAs to ensure a cohesive, high-density world where mechanical precision meets ambitious narrative scale.

The Needs

The Needs

Creating a souls-like environments is no easy task— the interconnectivity, clear enviro storytelling, risk-reward pacing etc. All of this had to be included as solvable problems in the documentation and executed with a precise level creation pipeline.

The project needed a decisive and versatile leader of the level design and level art departments, that is able to shoulder the responsibility of assembling and maintaining a team of ambitious specialists.

The Solutions

The Solutions

I was able to create a highly-functional pipeline that proved to be an almost flawless mechanism, and helped our team in creating one of the most challenging maps I've ever put my hands on. The map was highly inspired by one of my favourite locations in all Fromsoftware games - Undead Settlement

I have proved to be a just and understanding leader that provided a safe and enjoyable space for my mentees which ensured a smooth sail through my entire stay in the project.

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