(Radio tower telegraphing where to go)

(Alleyway)

(Office area)

(Street infront of the park area)

(Side area next to enemy camp)

(Street infront of enemy camp)

(Garage area)

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.

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.

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

(Blockout/whitebox to final art version)

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

(Screenshots of the level)

Summary

Specification:

  • Release date: 2018, November 6th
  • Engine: Unreal Engine 4
  • Genre: 4 player Co-op Action FPS



(Examples of main paths being highlighted)

OVERKILL's The Walking Dead

Levels - Responsibilities & contributions

Mission: "Listening In"

Mission:"Hell Or High Water"

Screenshots