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Kris DeMeza

Game Designer

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Level Design

Senior Level Designer and Feature Owner; responsible for block-out, iteration based on playtest feedback, and gameplay flow oversight. Created gameplay objects and environmental VFX.

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The game was set to be a third-person action-combat RPG. This was a tutorial demo level meant to show off the major traversal components of the game, followed by an indoor wave-based melee combat arena with jump pads, grapnel, and wall-run options for reaching vertical spaces.


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A co-op melee combat-focused room for a modular level kit. The multiple levels helped to promote the verticality of the gameplay. Combat was wave-based and kept players actively moving around the space to deal with the next threat.


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A short traversal-focused room for a modular kit utilizing wall-run and grapnel tricks for high-skill players while facilitating a simpler jump-based path for a slower, casual approach. Collectible orbs functioned as a means of guiding the player through the intended paths.

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