Star Wars: Yuma

Role: Senior Designer
Engine: Frostbite
Studio: Visceral Games
Team Size: 40
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As the sole Level Designer on a specialized pre-production team, I was responsible for architecting the foundational flow of an ambitious Star Wars title focused on seamless planetary-to-space transitions. While the project was eventually cancelled to pivot the studio toward a linear action-adventure format (Ragtag), this R&D phase was critical in defining the technical boundaries of open-world Star Wars gameplay and cross-studio collaboration.
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Key Contributions:
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Open-World Architecture: Partnered with concept and level artists to draft sprawling cityscapes and planetary landscapes designed specifically for a non-linear ecosystem.
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Procedural Space Design: Collaborated with engineering to prototype procedural content generation systems for starship navigation, balancing massive scale with player-driven agency.
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Technical Prototyping: Developed the initial scripting logic for ground-to-space combat transitions and starship movement methodologies to prove out the seamless gameplay loop.
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Cross-Studio Integration: Established design pipelines for a team split between California and Vancouver, ensuring creative alignment during the rapid prototyping phase.