Star Wars battlefront ii

 
 
Star Wars  Battlefront II (2017) Screenshot 2019.07.22 - 18.07.54.46.png

I worked as a Level Designer on Star Wars Battlefront II's action-adventure single-player campaign.

"A soldier's untold story in which you play as Iden Versio, commander of Inferno Squad—an Imperial special forces unit equally lethal on the ground and in space. Encounter many of Star Wars' greatest characters in a story of revenge, betrayal and redemption that spans 30 years."

The missions progress in a linear fashion, with a few branching objectives that can be completed in any order. I worked closely with many talented developers to craft a narrative experience that would work well if the player followed the critical path, or decided to do some exploring while piloting their starfighter.

We built out many mission beats with unique dialogue, conditional objectives, and enticing environment art to help guide the player in an immersive experience on both sides of the Galactic Civil War.


Fondor Shipyards

I was one of three Level Designers who contributed to the Fondor Shipyards mission, “The Dauntless.” I was responsible for crafting every space gameplay beat throughout the mission, where you fly a TIE fighter to cut down enemy starfighters, assault the Rebel fleet, and defend a valuable Imperial space station. My work served as our debut gameplay demo at E3 2017.

Inferno Squad commander Iden Versio arrives to secure critical military assets when Fondor Station is ambushed by the Rebel Alliance. She must protect her wingmen, keep the station safe, and invade the enemy’s capital ship to sabotage their fleet, before liberating an allied Star Destroyer attached to Fondor Station.

The Battle of Jakku

I was also a Level Designer on the final mission of the main campaign, the Battle of Jakku. The vision for the mission was to emulate the epic scale and variety of the multiplayer modes.

I was again responsible for the air combat beats where you maneuver an X-Wing between broadsiding capital ships while taking out enemy TIE fighters. The large-scale, open-ended level needed to support logic for branching paths for multiple beats the player could chose to do in any order. The climactic finale includes objectives on the ground and in the air, as Iden leads an infiltration and sabotage of a crashed Star Destroyer, and commands an air strike on approaching AT-ATs while evacuating Rebel Alliance squads.

Athulla

Using what we learned in previous space missions, we experimented Battlefront II’s DLC story chapters to create a bigger space combat level with more complex moving parts. In the “Project: Resurrection” mission, enemy starfighters and a dense field of asteroids pose significant threats to Iden Versio and her wingmates, as they chase down a convoy of capital ships.

Athulla is a linear mission that supports the player flying off the main path without getting totally lost. I worked closely with Environment Artists and UI Designers to set up the ensure the player would always have a way to orient themselves towards objectives, while still empowering exploration of the asteroid field. The final beat of the mission includes a boss fight with the convoy leader Leema Kai, who has specially equipped seismic charges to his N-1 Starfighter.

Vardos

For the DLC mission “Ashes of the Empire,” I worked, as ever, closely with Environment Artists to re-purpose an existing map — Vardos, a primary setting in Battlefront II’s story mode — in exciting new ways. We created new traversal options with expanded elevation, additional arenas for combat beats which can be completed in any order, and a unique vehicle for encounters against new enemy archetypes.