From 2021 to 2023, I had the incredible opportunity to work with People Can Fly on several of their high-profile projects: DAGGER, MAVERICK, and BIFROST. Each project presented unique level design challenges, from crafting expansive, open-world environments to designing intricate, action-packed platforming sequences. Although specific details remain confidential, these experiences were truly unforgettable and significantly enriched my professional journey.
DAGGER
As one of the first level designers on DAGGER, I played a key role in shaping the project's foundation. Collaborating closely with the lead designer, we established the core metrics and design rhythm that would guide the entire team. This foundational work ensured a cohesive and engaging player experience across all levels. Crafting expansive and diverse spaces, I had the opportunity to unleash my creativity and hone my skills in multiplayer design.
The screenshots below may not be directly from Project Dagger, but they capture the essence of the invaluable lessons I gleaned from the project. These lessons continue to shape my approach to level design, influencing my personal work to this day.
MAVERICK
MAVERICK was a standout project, developed in collaboration with Microsoft. Our goal was to set the stage for the next groundbreaking title. This required meticulous attention to Microsoft's design vision and continuous communication with their team to ensure our work met their high standards. The experience honed my ability to deliver top-tier level design while aligning with a major partner's goals.
Maverick was also an opportunity to work on familliar terratory, design-wise. Collaborating closely with a team of exceptionally talented developers, I had the privilege of not only contributing to the project but also gaining invaluable insights into their workflows and methodologies.