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Star Wars: Yuma

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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:

  • Open-World Architecture: Partnered with concept and level artists to draft sprawling cityscapes and planetary landscapes designed specifically for a non-linear ecosystem.

  • Procedural Space Design: Collaborated with engineering to prototype procedural content generation systems for starship navigation, balancing massive scale with player-driven agency.

  • Technical Prototyping: Developed the initial scripting logic for ground-to-space combat transitions and starship movement methodologies to prove out the seamless gameplay loop.

  • Cross-Studio Integration: Established design pipelines for a team split between California and Vancouver, ensuring creative alignment during the rapid prototyping phase.

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