HENRIK SANDIN

Level Designer

(All levels/missions are featured in the live version of the game)

(Examples of main paths being highlighted)

(Radio tower telegraphing where to go)

OVERKILL's The Walking Dead

Mission: "Listening In"

Levels - Responsibilities & contributions

I worked on the level from start to finish, creating everything from achictecture to combat layout on all parts of the level, scripted all gameplay, puzzles & combat encounters. During the blockout phase of the level, I worked with WIP meshes & high detailed whitebox props. This allowed me to create areas & instantly sell the visual of it. Establishing the mood & visual of the areas was very helpful during the development, this allowed environment artist to quickly understand how the level was going to look & feel.

 

I stayed in constant communication with the lighting artist, making sure to highlight the correct path & improve overall readability of the map. The main objective for the level was to get to the radio tower, by design players were constantly progressing towards it. I frequently worked with framing the radio tower, making it visible from various locations. This created a better sense of direction in the level, making it easier to navigate.

(Blockout/whitebox to final art version)

OVERKILL’s The Walking Dead is a four player co-op action FPS, where you fight the dead as well as the living. Set in The Walking Dead Universe, you and your group try to survive in a post-apocalyptic Washington D.C.

  • Level: Listening In - Blockout design, bug fixing, gameplay & scripting implementation from start to finish with ownership over the level. Holding a vision for the level & working closely with Environment Artist, Lighting Artist, Technical Design & other disciplines. The level was featured at Gamescom & in the Beta of the game
  • Level: Hell or High Water - Combat layout, bug fixing, gameplay & scripting implementation with co-ownership over the level. The level was featured at E3, Gamescon & in the Beta of the game.
  • Level: Samson Bros - Blockout design, bug fixing, gameplay & scripting implementation with co-ownership over the level.
  • Level: Anderson Camp & Bridger Camp - Contributed with combat/cover layout for both levels

(Play-through of the level)

Summary

Specification:

  • Release date: 2018-11-06
  • Engine: Unreal Engine 4
  • Genre: 4 player Co-op Action FPS

 

 

(Alleyway)

(Office area)

Mission:"Hell Or High Water"

(Play-through of the level)

Worked with a lot of different disciplines getting the level ready for E3, pushing forward moment to moment gameplay. Setting up combat encounters, puzzels & other scripting. During the design of the level I worked with already existing architecture & tweaked it, creating the combat/cover layout for each area of the level.

(Screenshots of the level)

(Street infront of the park area)

(Side area next to enemy camp)

(Street infront of enemy camp)

(Garage area)

Screenshots