Chorus

From vast cosmic vistas to intense dogfights, I helped shape the world and spaces where Chorus comes alive.

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Chorus is a space combat shooter where you play Nara, a former cult enforcer turned rogue, flying a sentient starfighter Forsaken through sweeping open-space battles to take down the cult she once served.

On Chorus I worked as a Level Designer focused on mission design and world building. My missions were built to give the space a sense of place and history, using level layout, pacing and environmental storytelling to make the world feel lived in beyond the main objectives.

My style of missions tend to be more 'slice-of-life' according to my personal taste, focusing on the lives of the people in the world rather than solely focusing on the main character. Since the main path missions already focus on Nara and everyone reacting to her, I wanted my side content to be Nara learning more about how the other people (and sometimes even little sentient droids!) live instead.

I was also the design owner for Memories, the game’s audiolog-style narrative feature. That meant shaping how it worked, how it looked, where it appeared in the game, and making sure it fit naturally into the flow of play while encouraging exploration. I also wrote most of the Memories scripts players find as they explore, filling in backstory and character in short, digestible pieces while it getting approved.

Another area I owned was the Drift tutorial. Drifting is one of the core navigation mechanics in Chorus, so teaching it well was critical. I designed how players are introduced to it and build confidence with it, so that by the time they leave the tutorial area (designed as a temple), drifting would feel natural.

year

2021

timeframe

2 years

tools

Unreal Engine

category

Level Design

say hello

I'm always down to see what you're cooking up, feel free to email me to discuss how i can help you out!

say hello

I'm always down to see what you're cooking up, feel free to email me to discuss how i can help you out!