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MINDSEYE

SIDE MISSIONS

​​​​​​​​All of the side missions were designed, owned  and implemented by members of my team. As the Lead Level Designer, I ensured the team had everything they needed to deliver and that the work met the game's quality and direction bar throughout development.

My responsibilities included:

  • Reviewing work from greybox to final delivery and providing targeted design feedback to ensure missions were fun to play and compliant with the game's creative direction.

  • Guiding iteration based on internal playtest results.

  • Establishing and maintaining pipelines with Audio, Animation, Character Art, AI, Props, Vehicles, and Narrative to ensure mission owners had the assets and support required to deliver the experiences on time.

  • Managing priorities, dependencies, and milestone tracking across the side missions in parallel with the campaign, open world ambient scenarios, and Play ARCADIA content.

The video below provides context on how the side missions were integrated into the wider game world:​

MindsEye - Official Gameplay Overview Trailer (4:18 - 5:10)
IGN

CORE CHALLENGE

 

Managing this area in parallel with the full breadth of the level design team's output: campaign missions, open world content, side missions and Play ARCADIA experiences required careful resource allocation and prioritisation throughout development. Many of the tools and features the team depended on were still evolving close to shipping. This is a common reality in ambitious productions running on custom toolsets, which meant working closely with technical departments to triage and prioritise feature requests within their own constrained capacity. This was handled via establishing request procedures and weekly triage sessions, ensuring the most critical functionality was in place to deliver a large volume of content within an extremely tight schedule.

The recordings below reflect the design and execution work of the level owners on my team, alongside contributions from Art, Cinematics, Animation, VFX, SFX, Code, Game Design, 3Cs, and others.

ATTACK THE BLOCK

PUBLIC SERVICE

WHISKEY TANGO FOXTROT

CLEANUP ON AISLE 3

HONOR AMONG THIEVES

PROTECT AND SERVER

MOTEL HELL

FRIENDLY FIRE

DESTRUCTION SITE

RUDE INTERRUPTION

SERVING NOTICE

© 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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