Killzone Shadow Fall
PlayStation 4 (released Nov 2013)

Killzone Shadow Fall was an exclusive launch title for the PlayStation 4 in November 2013. I worked on two of the ten chapters in the singleplayer campaign.

I was on this game from the very first prototyping stages in pre-production, to working on the 'proof of concept' level, to bug-fixing at the very end. It was a really interesting project to work on because we wanted to take the series in a different direction; to promote more player choice and open level design than past games in the series. It also had to be done by an immovable deadline; the PlayStation 4 console's launch. No pressure! :)

Large AAA productions involve a lot of people who contribute to the game and the level, the work you see below is the hard work of an entire team.

The Patriot

“A hostage situation at the end of the fourth chapter, set in a circular building with multiple entry points and destructible walls, is brilliantly realised.”

- Oli Welsh, Eurogamer (Nov 13)

In 'The Patriot', the cold war turns hot when a terrorist faction known as the Black Hand bombs the VSA headquarters.

This level initially came from a 'pitch board' I made for a terrorist attack scenario in futuristic Vekta City. I took on the second half of the level (Acts III and IV) starting from a hostage rescue situation in a penthouse and ending in a 'hanging on rope' Dropship chase that was included in the PlayStation 4 console reveal in New York.
I'm happy with the way the level supported multiple play styles such as assault, stealth or a mixture of both. The number of entry points, multiple objectives, openness of the layout and array of player mechanics through the OWL allowed the level to play out differently for each player.

The Helghast

“The Helghan half of Vekta behind the wall, for example, is an incredible suspended expanse of containers. [...] The level design is unbelievably good - we can't think of any recent shooter we've played which beats it.”

- Steve Boxer, CVG (Nov 13)

'The Helghast' Chapter takes players across The Wall into the Container City slums of New Helgan. There, they have to locate and eliminate Tyran, leader of the Black Hand terror group.

I took the entire chapter from inception to completion from a level design perspective. The goal of the first area in particular was to show the player how bad the Helghast side of the Wall had become, with civilians under constant military lockdown and reduced to living inside containers under the city. I wanted the areas below-ground to feel dynamic with the constant movement of containers affecting combat encounters.