DESTINY
Old Russia: The Devil’s Lair
Senior Level Designer & Environment Artist
Principal 2d planning, layouts, and level design
Principal 3d massouts
Large scale 3d shell modeling, initial 3d asset propagation, arrangement, and iteration
The end sector of the first strike and first real “boss” fight. This took a lot of balancing to get right, but the general level layout stayed the same. Three levels of play with plenty of room for the floating boss in the center.
The Cosmo ship used to be directly above you, but was moved as a backdrop for a better visual.