MARVEL’S SPIDER-MAN

ASSOCIATE DESIGNER

OVERVIEW
Timeline:
– May 2017 – August 2017 (internship)
– June 2018 – August 2018 (full time)

Responsibilities:
– Demon Warehouses
– Crimes

DEMON WAREHOUSES

These warehouses act as bases for one of the main enemy factions in Marvel’s Spider-Man, the Inner Demons. Bases are designed to test a player’s skill in combat by spawning multiple waves of enemies, each more difficult then the last. Player’s who successfully take out all the enemies in a base are rewarded with tokens that can be used in the game’s progression system.

LEVEL DESIGN
– Blocked-out 5 different bases, each with distinct layouts and sizes
– Followed the established size metrics for ideal combat areas
– Referenced real-world architectural design to create believable interiors
– Worked with environment artists to bring context to the space

COMBAT SCRIPTING
– Used Insomniac’s visual scripting language to direct the flow of combat
– Positioned enemy spawn points to move the player around the base
– Balanced number of enemies and enemy type variants per wave
– Adjusted geometry and props to limit enemy sight lines
– Addressed feedback on difficulty and combat flow through the base

One base was included in the E3 2018 Show-Floor demo (1:38- 4:41)

CRIMES

Crimes are dynamic events that can pop up at any point while the player is swinging through the vast city of Marvel’s Spider-Man. New crime types involving different enemy factions unlock as the player progresses through the story. Completing a crime rewards the player with tokens to be put towards their skill progression.

PROTOTYPING
– Designed 2 new crimes, armored car robbery & active bomb threat
– Created escalating variations on the crimes for repeat encounters
– Scripted the events to work within the constraints of our crime system
– Iterated on prototypes to bring them to full block-out state

OPEN-WORLD PLACEMENT
– Documented guidelines for ideal locations for both crime types
– Worked with story team to contextualize crimes within our narrative
– Helped production support spread the crime prefabs around the city

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