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MINDSEYE

OPEN WORLD DEVELOPMENT

MindsEye's open world, Redrock city is a living backdrop built to serve the narrative instead of being a fully interactive sandbox.​ It needed to feel inhabited without demanding the depth of a fully open world.

Over 14 months, I grew and led a team of 12 designers, delivering over 600 ambient scenarios across Redrock's open world. The team required continuous reprioritisation and reallocation across the campaign, open world ambience and ARCADIA content as the project's needs evolved.

MindsEye - Visit Redrock - Safest City In The World (2025)

This trailer video showcased many of the Open World work I created with the team for the game: airplanes, crowds at the Strip, police (CopBot) activities, the monorail, street performers.

THE CHALLENGE

When the open world ambience scope was first established, I was the sole person responsible for designing and building the scenarios. I worked directly with directors to define what the ambient activities needed to achieve and delivered the initial batch personally. As production scale, the full scope of the ambience requirements became clearly defined: 600+ ambient scenarios in total, consisting of mission-specific, one-off events and ambient activities for the 4 different stages of the game world: from normal civilian life to the various stages of martial law.

I subsequently scoped the work, created a plan to expand the team, and once the plan was approved I was authorised to execute and hire accordingly.

I recruited and onboarded 12 new designers, training each of them on the ambient activity pipeline and the design guidelines I had established with directors, ensuring the standard I established were maintained. As the team grew, my role became more managerial and I gradually transitioned scenarios I built over to them.

Not everyone on the team was working on ambience. I dynamically allocated my team to multiple different areas throughout production, depending on priorities and people's skillsets, taking into account career development wherever possible. This meant that team members moved between campaign missions, ambience, side missions and ARCADIA content.

 

To manage dependencies with Audio, Animation, Art, AI, Props, Vehicles, and Narrative at this scale, I worked closely with the production team to establish the pipelines and workflows that governed how my team interacted with each department. Keeping quality consistent across all areas simultaneously while operating within those pipelines was the core challenge of this role.

All scenarios were designed to work organically with mission objectives. The street race at 3:56:24 is a good example.

REFLECTION

 

The 600+ scenarios were delivered on schedule despite the compressed timeline and the significant scaling challenges of the production. I was able to keep the quality bar consistent with the initial designs as the team grew. The key to this result were the guidelines and pipelines put in place early in production which meant that new designers could  be onboarded easily and reviews ensured that work was only submitted when it met the quality expectations.

 

The workflows established with the production team for coordinating dependencies became useful beyond the immediate deliverables, laying the groundwork for how other content areas on the project were managed in later development.

© Matt Kranicz

All game content, trademarks, and intellectual property are property of their respective owners. This portfolio is intended solely for professional demonstration purposes.

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