This page details the different phases of process I’ve used to create levels for Bungie’s Destiny series.

DESTINATION MASSOUT PHASE

  • Create planning documents from narrative, art, and design concepts

  • Rough 3d massouts that visualize the major themes and landmarks

  • Level Diagrams

  • How many levels and their connectivity (scope and budgeting)

  • Activity lines, gated/locked levels, landing zones, and sequential gameplay (reuse and player progression)

  • Level type, function, and directionality (multiplayer, single player, vehicle, boss arenas, etc.)

  • Themes, combatant types, and asset families used (scope and memory budgeting)

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  • 3d Incubation Massouts

  • Rough in game massouts that communicate:

    • Major art themes, large landmarks

    • Destinations the player can likely see from distance

    • Gestures towards expected gameplay

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Activity Plan and Level “Spec Sheet” Document

A one-stop in-house web page that details the following:

  • A descriptive one liner Example: The secret Vex breeding pit

  • Combatant types Example: The Hive

  • Asset collections used Example: Forerunner alien interior architecture and light forest

  • Gameplay “hook” Summary Example: Parkour exploration and escape

  • The theme and context of the activity narrative/lore link or blurb Example: A dangerous mission of isolation you probably won’t return from. “Infiltrate and disrupt the Fallen’s supply lines while gathering the intel needed to get off this rock!

  • List of interdisciplinary dependencies for the level Example: fx, investment, sandbox, world art, etc.

  • Links to applicable narrative and cinematic needs Example: There’s a love scene cinematic in the north hut after you kill the 3rd captain, so we’ll need these unique assets and X free space in the hut. Link to their page.

  • 3d level or reference pics Example: cool pictures

  • Any standout mechanics Example: Since this is the first level after you get the grappling hook, we’ll have plenty of spaces for it.

  • Required participation Example: To progress past the large building players need to defeat all 3 captains to trigger the aerial reinforcement wave which opens the exterior doors.

  • Objectives and level flow/beats, and time breakdown Example: OBJECTIVE “Enter the base”, intro encounter (2 min.), optional infiltration encounter (2-3 min.). OBJECTIVE “Make your way to the main camp”, traversal (2 min.). OBJECTIVE “Seek and destroy the 3 captains”, sneak or fight until all the captains are dead (6-15 min.), mission complete

MASSOUT PHASE

2d white board, paper level design layouts, and maps created:

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In-Engine Level Massouts

  • Greybox or minimal colors to designate separate elements

  • Playable in game

  • Represents scale and level extents

  • Connections to other levels are functional

  • Key visual reveals, landmarks, and architectural and geographical themes are represented

  • Playable spaces, entrances, and exits represented

  • 3d asset art themes and density are gestured at and identified

  • Specific and/or unique gameplay mechanics and cinematic space environment requirements represented

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ARCHITECTING PHASE

3d Art Asset, Propagation, Assembly, and Kitbashing

  • Appropriate wip or finished 3d assets, and shaders are arranged and applied with careful attention to cover placement player path and AI navigation

  • Terrain, level shells, hero objects, and unique landmarks are modeled to clearly represent intention for finishing artist

  • The completeness and density of assets placed depends on their availability and overall project schedule

  • This is the last stage before passing the level off to the finishing artists to complete final lighting, FX, terrain painting, decals, decorators, custom asset creation, and any additional placement

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LEVEL DESIGN COMPLETE

Here’s an example of where I did all the art and design and the level was ready for the finishing artists:

The environment and lighting artists finished the art, while I finalized the scripting and design work.

After fixing any bugs, here’s what we shipped:

All levels require the dedication of many individuals. A big thank you goes out to all the talented people I’ve had the pleasure of collaborating with over the past 13 years. 50+ shipped levels!

And thank you for checking out my work!