Cross-Team Support
Within The Sandbox, I acted as an Art Level Designer, collaborating with multiple squads (Content, Art, Marketing, Design..) to improve the engine usability, content quality & production workflows.
Unlike Content-oriented LDs, my role was to bridge the gap between said teams by providing :
- Game & Level Design insights.
- Technical knowledge of the engine.
- Practical documentation & tools (testing levels, visual concepts..)
Gameplay Readability
The Sandbox's engine is providing flexible but basic gameplay tools, enabling creators to build various type of level.
However, the coexistence of official & UGC content created major readability issues : each level could introduce completely different gameplay (racing, shooting, quizzes..) with each their own rules, visual cues etc.. The result is an overall experience difficult to understand for new and casual players.
To address this, I contributed to establishing visual and level design guidelines aimed at standardizing gameplay communication, including:
- - Clear visual language for pickups, collectibles and interactables.
- - Effective VFX usage for quest objectives and feedback.
- - Consistent gameplay readability across experiences.