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)
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
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:
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
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
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!