
Hub Level
Cartes
I worked on the game’s main level, from conception through blocking, while overseeing its dressing by the environment team.
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The idea behind this level was that each area would implicitly represent the levels the player would later explore.
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This reinforced the narrative by showing that the tower at the center of the level contained the different aspects of the planet.
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One of the challenges in designing this level was that it had to be easy to navigate on foot, quick to traverse to match the early-game pacing, and large enough to be explored later with a vehicle.
First Level - Scorched Rift
The design and blocking of the game’s first level, Scorched Rift, were completed within a week. As with the main level, I then collaborated with the environment team for the level dressing.
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This level, made up of dark tunnels and open, simmering caverns, tells the story of a mining expedition gone wrong.
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Vehicle Gym
One of the first tasks I was assigned when I joined the project was to create a test gym to demonstrate the benefits of vehicle customization.
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The gym is divided into four zones:
The four sections are interconnected so that the player can easily navigate the entire gym.
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At a later request, I added a system allowing the player to collect 13 gold coins, marking the completion of each obstacle.
Alien Facility (Cut Content)
The Extraterrestrial Complex was a point of interest in the main level, which was removed for optimization and enemy placement reasons.
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It was a location where the player could learn more about the presence of another form of life on the planet through environmental clues such as laboratories, storage areas, and other utility rooms.









