Psychonauts
I was the Lead Designer on Psychonauts. It's probably the single project I poured the most of my soul into.
I was hired in the middle of the development cycle to do level design. A few months later I was promoted to Lead Designer. I led a soft reboot of the game's design, top to bottom. This involved...
- Working closely with the Creative Director to build and document a concrete vision for the game, which would become the engine that drives all other design elements.
- Developing new plans for all the game's global systems and assembling a reward schedule.
- A complete redesign of every level in the game to capitalize on top-level changes.
I managed a 6-member world building team. Each world builder was responsible for both layout and modeling in their level, working in tandem with a gameplay programmer. World builders varied in their initial comfort level laying out gameplay. For those weaker in this area, I served as an active mentor.
I gray-boxed most of the game's levels myself and lit every level of the game. (I love lighting.)
Tim Schafer and I were nominated for a Game Developers Choice Award in Game Design for Psychonauts. We lost to Shadow of the Colossus, which was fair.
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