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Asgard's Wrath 2

Role:
Level Designer
Contributions:
  • Level Design
  • Puzzle Design
  • Encounter Design
  • Design documentation
Platforms/Rescources:
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Trailer

Main Quest

Cisterns of Memphis (8:56:00)

I owned Cisterns from concept to ship and designed exciting new waterwheel-based obstacles. These obstacles logically fit the environment and presented multiple opportunities for interesting interaction. Making sure players didn't lose track of their main goal despite losing LOS to it was one challenge I overcame using lessons from my time on The Walking Dead Onslaught. Each branch off the main path exited drastically closer to their main goal and gave the player a clear view of said goal.

Lair of the Scorpion Brood (4:22:00)

I took ownership of this level at the alpha milestone and took it to ship. The set-piece puzzles had many connected, moving parts which made figuring out saving and progression states quite challenging. To solve these issues, I determined 2-3 points for prop restoration that didn't sacrifice much player progression then worked closely with engineering to implement the tech updates needed to bring functionality to my desired save states. 

Tanuu's Belly (8:10:45)

I was responsible for maintaining Tanuu's Belly from alpha to ship. Most of my efforts focused on scripting functionality, but there were some design adjustments needed as well. The set-piece puzzle relied on physics which always presents numerous issues that may not be easy to identify. I alleviated these issues by reducing the distance our physics object needed to travel while introducing obstacles the player needed to work around to keep things interesting despite the shorter runway.

Uncharted Rift (Roguelike Mode)

Uncharted Rift

This roguelike game mode utilized module "shells" that could be populated with additional tiles and props to create dozens of configurations within a single shell. I owned 6 modules and 22 levels across all modules from concept to ship. These levels were short-burst fun challenges that should ramp up a core idea. As we got further in development, I championed the idea of gameplay motifs or the repeated use and recontextualization of 1 prop/mechanic across multiple levels within a shared theme. This would help players form an identity for each dungeon theme they encounter.

Monster Dens (Open World)

Monster Dens (9:00)

Monster Dens are challenge areas located throughout the open world. These are typically short-burst asides from the main quest. I owned 2 Monster Dens from concept to ship and combined inspiration from other Dens in the area as well as some of my ideas that didn't fit larger levels to create the end product.

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All content © Carlos Gutierrez 2014

Unless stated otherwise

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