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I was brought on board Spyro roughly halfway through development and was initially assigned the levels Temple and Fortress.  As I joined the project well into production the layout had already been locked down, and for the most part, the geometry was already built for both levels. This meant my primary task was designing and implementing gameplay.

Temple was the first level of the game, as well as the E3 2007 Demo level. Being the first level, it meant that I was tasked with player onboarding of the games core mechanics. My other level was Fortress, which was the final level of the game. It was actually the only other level of the game to use the same basic set of enemies, however these enemies were much tougher and I took this into account when creating the climactic enemy encounters of the game.

Developer/Publisher

Krome Studios/Lucas Arts

Platforms

Playstation 2, Nintendo Wii

Role

Level Designer

Duration

2007

Responsibilities

TEMPLE

  • Mission design & Scripting
  • VR Puzzle ‘trap’ design, scripting, prop placement & art polish
  • Layout design, blockout & optimization
  • Scripting support for Co-op gameplay

FORTRESS

  • Layout design, blockout & optimization
  • Scripting support for Co-op gameplay

Screenshots

Temple Gameplay Video

Fortress battle 1 Gameplay Video

Fortress battle 2 Gameplay Video