
Project Baxter
Starbreeze Entertainment // Wizards of the Coast
Level Designer
Overview
Project Baxter was a 4-player co-op action-adventure game set in the Dungeons and Dragons universe.
Responsibilities
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Design and build levels for different biomes
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Paper sketches to polished blockout
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Build prototype levels for new gamemodes
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- Gameplay Implementation
- Place emergent gameplay ingredients throughout the level
- Add event actors
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Mission Configuration
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Generate missions by adding all necessary tags, sublevel pools, and data assets to our mission creation tool
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- AI Navigation
- Place nav links across the level
- Clean nav mesh using nav mesh modifiers
Workflow
Phase 1: Initial Planning and Sketching
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Mission team sync to establish level biome
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Collect references
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Start sketching
Phase 2: Blockout and First Look
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Feedback on level sketch
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Greenlight design
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Start on blockout
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Feedback on layout
Phase 3: Iteration and Configuration
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Iteration on layout
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Add blockout to mission creation tool
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Configure the mission for a group playtest
Phase 4: Review and Refinement
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Game directors playtest new levels and offer feedback
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Prioritize and implement changes
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Clean nav mesh, add nav links, blocking volumes, and additional event actors
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Phase 1 begins again here
Phase 5: Artistic Integration
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Art delivers concepts based on the refined blockout
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Hand off level to art team for lighting and art pass​
Reflection
I started my level design internship with Project Baxter. The game had been in development for about two years at that point, and I jumped in soon after the vertical slice was completed. We had many levels to make, and I was able to get started quickly.
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I had the chance to make five levels: 3 main mission levels, and 2 prototype levels. I had complete ownership over my levels, and I was positioned to pitch my designs and ideas to our leadership team.
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While Baxter didn't make it to the finish line, I had the opportunity to meet exceptionally talented individuals whose passion continues to inspire me. It was an amazing project which led to frequent collaboration across several departments, further building my skills and confidence as a designer.
