Environmental storytelling, spatial design, and world-building for immersive experiences
Narrative-driven gameplay, player choices, and meaningful consequences
Environmental storytelling and spatial design for Avowed
As Senior Area Designer on Avowed, I owned the end-to-end development of major content regions, from initial white-box layouts to final polish. My work focused on creating environments that seamlessly blend exploration, narrative, and gameplay mechanics.
The following showcases demonstrate my approach to level design through two distinct areas: Ryngrim's Domain, and the volcanic Lava Tubes, each presenting unique design challenges and opportunities for environmental storytelling.
Shatterscarp — Shark's Teeth Region
Atmospheric Level Design
Ryngrim's Domain is an exercise in atmospheric level design, combining environmental puzzles, illusion mechanics, and vertical exploration to create a memorable gameplay experience.
Players encounter Yatzli and learn about the magical barrier
Yatzli's "Dispel Illusion" ability becomes key to progression
Statue restoration combines exploration with object collection
Skeleton encounters escalate with progression, testing combat skills
Tower entry and dialogue with Ryngrim provide closure
Galawain's Tusk — Solace Keep to Mt. Foija
This epic main quest spans multiple regions, showcasing interconnected level design with meaningful exploration, complex combat encounters, and consequential player choices.
Navigate from Solace Keep through Mt. Foija to the Lava Tubes
Inquisitor Lodwyn and Councilor Kostya provide climactic combat
Lava tubes feature natural dangers and vertical challenges
Save or destroy Solace Keep with lasting consequences
Reward: Bastion of Solace
Narrative consequences
Complex Dungeon Environment
The Lava Tubes represent a complex dungeon environment that challenges players with multi-layered exploration, environmental puzzles, and combat encounters. The area's design emphasizes player agency through multiple paths and optional challenges.
Create clear visual language that guides players naturally while maintaining the illusion of choice.
Every space tells a story through environmental details, prop placement, and architectural design.
Balance difficulty through clever design rather than artificial barriers or enemy spam.
Narrative-driven gameplay with player agency and consequence
I create quest content that aligns narrative intent with player agency and systemic gameplay. This includes clear objectives, readable states, legible branching, and satisfying payoffs. Every quest should feel like a meaningful story the player is actively shaping.
Objective clarity, state transitions, and UI feedback drive flow. Players always know what to do and why.
Branching outcomes that reflect player values and world state. Decisions matter and persist.
Quests leverage combat, exploration, dialog, and progression systems cohesively.
Ryngrim's Domain
Branching encounters and illusion mechanics culminating in a moral decision. Players must navigate Ryngrim's twisted domain, relying on companion abilities and environmental puzzle-solving.
Main Quest - Lava Tubes
Multi-stage dungeon quest with environmental puzzles and faction outcomes. A pivotal decision point determines the fate of Solace Keep and shapes the player's relationship with key factions.