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Summary


Miasma Chronicles is a RPG/Tactical Shooter where exploration in an immersive world is combined with great tactical gameplay.

 

Specifications

 
Genre:
Ref Game:
Time:
Engine/Tools: 

 
Tactical Shooter
Mutant Year Zero: Road to Eden
15 months
Unrel Engine 4

Since the level design needs to fulfill two types of gameplay, Exploration and Tactical Shooting, one needs to always take that into account. In Miasma Chronicles, there are several HUBs as well where solely Exploration occurs. With these levels, culling and hiding is the biggest challenge, since we aim to squeeze in as much detail as possible, while maintaining high performance.

Furthermore, I have a great interest in
environmental storytelling, I've also worked with the environment team to create memorablelocations and scenes throughout the game. In Miasma I've been scripting dialogue and background events that add to the experience and makes the world really feel alive.

Below shows some of the locations I've worked on.

Editors assult on the First Family 


The task was to make a scene where two factions in the game, fought a battle in the past. In present day, the area is occupied by a pack of robots who are thrilled after finding working tech from the battle. 

The area is meant for the late game where the player is challenged with combating two factions that normally don't cooperate in the game. This makes for an fun and challanging combat.

 

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During my freetime, I engaged in the task of making a one map campaign of my own. The goal was to make a level that would act as an onboarding level for new level designers. In the level I also wanted to show what I can do with limited resources in the field of Enviromental design. Mission design, dialogue and Enemy actions are scripted and described in the level and the story fits the narative of "Miasma Chronicles". 

Murky Ridge


Blockout - 
 

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Want to know more about me and my work?

Contact me and let's talk!

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