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Redfall

Engine: Unreal Engine 4

Genre: Open World Coop Shooter

Position: Level Deesigner

During my time at Arkane, I have been working on the studio's new IP: Redfall. This has been my first position within the game development industry. After my first year at Arkane, I was promoted from associate to mid level designer, which came me more independence and accountability for my own work.

 

I worked closely with multiple other disciplines include Level Architecture, Environment Art, Systems Design and Programming. Over the course of two years at the studio, I held ownership of multiple campaign and optional missions. These included:

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  • the campaign intro

  • two critical path story missions

  • three side missions

  • one boss fight

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My responsibilities for each mission I owned included initial design, mission scripting, encounter design, managing feature requests, responding to stakeholder and player feedback, as well as bug fixing. My intention for each mission was to create a complex experience that encourages player choice, both narratively and through gameplay decisions. Implementation of that goal meant creating numerous, intertwined player paths with unique obstacles such as hazards, enemy encounters and movement puzzles. Additionally, each gameplay decision players make results in some kind of feedback. For example, choosing to engage with one objective before another may cause additional obstacles or advantages later on.

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© 2019 by Hannah Tallan. Proudly created with Wix.com

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