Lead Level Designer at @WolfEyeGames. Previously lead LD at @ArkaneStudios (DarkMessiah, Bioshock2, Dishonored 1 & 2, Death of the Outsider, DEATHLOOP).

Morrowind
Joined July 2015
Immersive sims fans:
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Viktor Antonov, the artist behind Half-Life 2 and Dishonored among many other games has sadly passed away. City 17 and Dunwall remain one of my favorite places in fiction. RIP
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Excited for our next game? Sign up for a chance at Private Alpha access 👁️ wolfeye-studios.com/signup
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Visuals from our next game
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After all these years, I'm still uncovering hidden gems in my all-time favorite movie, #BackToTheFuture. Did you know that there's an Eric Stoltz version of the photo of Marty McFly and his siblings? Me, no 🙂
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As my interest in gardens grows with age, I'm drawn to #LevelDesign obvious analogies 🧙‍♂️ French gardens exemplify what I personally try to avoid. With in contrast, English gardens that masterfully conceal their work to create a natural feel... The essence of great Level Design 💎
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While there are counterexamples, I think that #LevelDesign is one of the most frequent underrated skill and focus in studios compared to the impact it has to the games. Expectations are set too low in my opinion.
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With just 16 GB, #TearsOfTheKingdom offering more value than the average 60 GB found in most AAA titles. It reminds me @Jonathan_Blow's point about the general lack of optimization & absurd complexity of certain things The delta is maybe important enough to rethink some practices
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All #indiedev should be filled with infinite energy just by seeing what looks like the first gameplay version of #Braid. It reminds me of the useful quote from Ernest Hemingway, "The first draft of anything is shit." We shouldn't be discouraged by our initial results! 😘✊
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Level Designers frequently ask me how to manage their daily work with their level architect. I'm surprised that the dev schools dodge this topic. Especially when you know that it's one of the main issues for people. Here are a few tips I often give. (Thread) 👇 #leveldesign #Dev
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(6) Don't be afraid to protect your positions. I meet many level designers that removed their cool ideas because of conflicts. If you do not protect your visions, nobody will do it for you. Gradually, all the strong ideas will disappear. A good duo is made with mutual respect.
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(7) Be friendly. If you're open and respectful, people will feel comfortable approaching you for discussions or seeking your opinion. This will put you at the forefront of decision-making about your level.
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😮Rhooo... those stairs in #EldenRing may look stunning but their lack of usability is a letdown. Neglecting obvious affordance in world-building is so disappointing in an otherwise beautifully crafted game. Why?! 😅 #LevelDesign
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A part of the script needed to handle the logic of doors in #WeirdWest. Locked at night not day / owners' keys / new owners / relocked / re-unlocked / key stolen / if barricaded / if destroyed / if abandoned / if kicked... Hm sure, let's support it!😅 #immersivesim #indiedev
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#ImmersiveSim at its finest, resulting in mesmerizing emergent gameplay. Bravo!🙌
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