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For these scenes I led the team through the entire design pipeline, transforming initial concepts into fully realized spaces working in coordination with my junior designer. For the Fine Arts Building and Northquad, I worked closely with the art team to evolve these locations from early concept sketches and plans from our concept designer Scott Willhite. We took it through greyboxing and into polished final environments.

 

​I fostered collaborations with writers and narrative designers to ensure these locations enhanced the game’s emotional impact and storytelling goals. Each space was iteratively tested with greyboxes to align with the narrative beats and gameplay objectives before art implementation, allowing for early adjustments and fine-tuning.

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The level design team handled preliminary cinematic prototyping, creating simple blockouts of cutscenes and initial camera setups with in-house tools. This work laid the groundwork for the cinematic artists, providing a strong visual and narrative foundation before their final passes in these scenes. 

North Quad

Chronos_NorthQuad_Exterior01.png

Hellerton House

hellertonhouse.png

Fine Arts Building

FAB Concept.PNG

Snapping Turtle

Snapping Turtle 2.jpg
ST Map.jpg

Map Design By Scott Willhite

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