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Dragon Age: The Veilguard - Treviso

Treviso posed a serious challenge as an Environment Director as we had to support exploration and combat on multilayered spaces. The player could seamlessly traverse from a roof top to an attic to an ornate interior and finally exit out on the street at any time. Creating cohesive and natural feeling spaces that players could easily navigate was largely solved by maintaining a less is more approach to the level design. This allowed for large plaza's with strong sightlines to landmarks which contained our more dense gameplay spaces.

Key Contributions include
•Creating detailed level briefs covering puzzles, cinematics and narrative beats
•Creating proxy architecture kits and guiding them through the outsource process
•Handling performance on all levels and ensuring asset quality