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In-game capture of inFamous 2's opening level and progression sequence.
SUCKER PUNCH PRODUCTIONS, October 2007 - August 2011
Senior Environment/Mission Designer
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Design, model, and layout massive open world environments using Maya and proprietary engine.
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Game play and mission design
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Interactable/Destructible object design
Products: Infamous 2, Infamous (PS3, PS4)
InFamous 1 & InFamous 2
The hallmark of the Infamous series is the highly detailed, massive open world environments where the player is encouraged to constantly explore in order to find new powers and unlock missions that progress the narrative forward. Unlike the linear level design of games like Uncharted, open world design presents many new challenges. Technical challenges like loading and rendering massive, continuous layouts are critical to design decisions. Beyond the technical, the freedom of movement combined with the players natural desire for exploration in open world environments present unique problems for designers trying to guide and motivate players as they progress through the game’s narrative.
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