STAR WARS JEDI: SURVIVOR

LEAD LEVEL DESIGNER

After shipping Jedi: Fallen Order, I became Lead Level Designer on Jedi: Survivor, leading the team and working closely with Design Director Jeff Magers. We mapped out the game’s structure, deciding which planets players would explore and in what order they would visit.

I led rapid prototyping across traversal, mechanics, puzzles, and levels. Several of my prototypes made it into the shipped game, including the poisonous Koboh Dust, born from a volumetric fog tutorial, the rotating light plinths that clear it, and several Zelda-inspired puzzle shrines.

Alongside leading the team and reviewing their levels, I developed early concepts for Coruscant. The talented Mike Hurst and Jamie Uhrmacher then took over level design duties when I departed for People Can Fly. Returning two years later, I picked up their excellent blockout and worked with the team to bring Coruscant to shipping quality.

Chamber of Reason

A small level similar to shrines in Zelda, I took the puzzle from paper design to blockout, building all the mechanics such as the light bridges, the orbs and their holders. Jeff Magers then kindly took it to shippable while I was away, but very little changed from my original design and I was very pleased to see it made it into the final game upon my return.

Chamber of Connection

Another small level built around a room-wide puzzle that utilized the BD-1 oil mechanic that was new for Survivor. I took the puzzle from paper design into a fully scripted blockout. Jeff Magers then kindly owned the level, taking it to a shippable standard. This was another puzzle room I built before leaving that was a nice surprise to see it make it into the final game.

CORUSCANT

Coruscant was initially blocked out and scripted by two very talented level designers on the Jedi team, Mike Hurst and Jamie Uhrmacher. I then took ownership of the level and worked with the encounter designers, environment artists, animators, VFX and audio to bring the level to a shippable standard. I even got the main menu to blend into game seamlessly.