Dead Island 2
Crafted the missions, spaces, and stories that make surviving Hell-A an adventure.
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In co-development collaboration with Dambuster Studios.
On Dead Island 2 Neighborhood Watch, I worked as a level and mission designer, alongside Veikka Saaristo (Level Designer), owning missions from first draft to final implementation. I wrote the base narratives and some branching stories for multiple missions and scripted them in the studio’s in-house tools, setting up objectives, triggers, encounter flow, zombie spawn areas (and behaviors), and the overall beats that tie the mission's story to gameplay.
I used the in-house tools and crafted various missions according to the story I would draft up, that would pretty much dictate the events of the mission.

Level design-wise, I dressed spaces with environmental hazards like explosives, traps, and other interactables, with the goal of giving players fun optional ways to improvise their combat encounters, or making it a vital part of mission completion. A lot of that work was playtesting and iterating on placements so that the hazards also felt rewarding to use, and not just obstacles.

I also helped run the VO pipeline, supporting recording sessions and also coordinating localisation so the writing held up across languages and appeared cleanly in-game.
year
2024
timeframe
2 years
tools
Unreal Engine
category
Level Design





