Wanderer's Rest, the 3rd zone of Flintlock: The Siege of Dawn was a massive endeavour to get right. It was one of the first developed areas to be fully art dressed before I was even on the team and before the game was completely rewritten and the gameplay changed. I worked on this area for small reworks and updates to the eventual major reworks later on.
I'd like to thank the following for making everything pretty and for inspiring me, because without them these areas would just be grey blocks:
Art dressing:
Jack Bronswijk https://www.artstation.com/jack_bronswijk
Sietske Wielsma https://www.artstation.com/sietske
Maarten Hof https://www.artstation.com/maartenhof
Lighting:
Ognyan Zahariev https://www.artstation.com/ognyan
Ana Belén Hernández Tornero
https://www.artstation.com/anahertor
ℹ️ Welcome to Wanderer's Rest!
I was responsible for the redesign of a majority of the level design of this zone all along the main story path and some adjacent areas.
Additionally I designed and implemented side quest quests and enemy encounters.
ℹ️ It was important to me to retain an open-world feeling to this zone despite a lot of the game’s levels being redesigned more linearly.
I thought it would feel more refreshing and engaging for the last zone of the game to have more player choice.
ℹ️ The encounter was important to pull the player down the main road to the city. It also gives the player a simple challenge they can deconstruct differently each retry from the save point.
ℹ️ The River and a shallow crossing were added to guide players to the main road. Additionally we removed a lot of foliage and rocks competing for attention.
With the main path clear, I had room to design encounters and rewards off the path.
ℹ️ To me it was important that from the save point that there be plenty of opportunities available to the player on repeat visits and retries.
Giving depth to enemy encounters so they could be deconstructed with multiple approaches.
ℹ️ Once inside the city dungeon, I wanted a shift in tone and challenge. The encounters and level design should feel like the the city is occupied and that you’re infiltrating.
ℹ️ A main horde encounter was designed to have the player avoid the main road by use of overwhelming numbers. Inspired by central Yharnam from Bloodborne.
ℹ️ The level design had to majorly change for better flow, only we couldn't change the building layout a lot. There was a lot of back and forth with art, concept, and narrative to pull everything together.
ℹ️ Jumping back a bit, this area was completely redesigned for narrative and to split the zone into two halves for pacing reasons. Once the player is finished exploring the first half of the map they must pass through this story beat location.
ℹ️ The idea was to slow the player down for dialogue and reflection for this section.
ℹ️ Exiting the underground temple the players is shown the wider open-world before going into a mini-boss fight.
ℹ️ These are just a few of the areas that I worked on, excluding the areas that were cut :(
Feel free to reach out if you want to hear more!
ℹ️ I designed "When Duty Calls" Side quest and implemented into the game.
This requires a lot of upkeep because of all the AI and quest logic.
ℹ️ I designed "No Rest for the Wicked" Side quest and implemented into the game.
ℹ️ I designed the level for "To the Forgotten" Side quest and implemented into the game. Had multiple iteration since i designed the original and then it was handed back to me to clean up.
ℹ️ I helped design the major side quest "The Family Condition". I implemented the quest logic, enemy encounters, and reworked the level design. All while communicating with the other departments from start to finish for what you see as the end result.