Veilguard was the first time players would be able to visit the lost splendor of the Elves. It was critical to create environments that had clearly been consumed by natural forces but where magic was still very much alive and almost radioactive. As such, I challenged our artists and designers to create dynamic and vertical gameplay spaces.
My key contributions included
•Creating detailed level briefs covering puzzles, cinematics and narrative beats
•Creating proxy architecture kits and guiding them through the outsource process
•Material work on terrain and architecture
•Handling performance on all levels and ensuring asset quality
Thanks to all the artists on the team who helped realize this vision but in particular Meggie Rock, Monique Mazereeuw, Sarah Cole-Megaro and Sean Obrigewitch.