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Chapter 1 

Observatory Rooftop

For this scene, I collaborated closely with a junior level designer to develop the level layout, starting with a greybox based on an architectural layout provided by a contract architect. The goal was to ensure the space aligned with gameplay and narrative needs while staying true to the studio’s commitment to architectural authenticity. My role included designing the placement of key objects and character positions within the scene to support storytelling and player flow.

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A significant contribution I made to this scene involved proposing updates to the script for pivotal narrative moments. One notable idea was integrating the photography mechanic to enhance the transition and pacing. I pitched the concept of triggering Max’s headaches and nosebleed after taking a photo; A suggestion the writing team adapted into the storyline. This approach seamlessly fit the narrative, marking a natural transition as Max left the environment, and represented my first narrative pitch at Deck Nine.

Observatory Exterior

Cinematic Prototype

In this scene, I continued collaborating with a junior level designer to greybox the layout, ensuring object and character placements aligned with key narrative beats. I established precise trigger points for these narrative moments, creating a seamless flow that strengthened player engagement.

My role extended to scripting updates for impactful narrative sequences:

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1). Max's Iconic Earbud Moment: Recognizing this as a signature element from the original game, I created and tested three prototypes to find the best spot within the environment where Max could put on her earbuds and listen to music. After refining the placement to complement the scene's narrative beats, I pitched this to the creative director as both an homage for fans and a means of creating a calm, reflective moment before the story intensifies.

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2). Photography Sequence with the Owl: Continuing from the previous scene, I reinforced the photography mechanic by having Max take a photo of the owl, which then triggers her nosebleed. This approach helped with pacing and facilitated a smoother transition to the next level.

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For cinematic prototyping, I utilized our proprietary tools to draft cutscenes with basic camera angles and T-pose models. These early prototypes enabled the team to establish shot composition and narrative timing before the artists added final animations and visual polish.

Final Gameplay

Overlook

For this scene, I took full ownership of the level layout, strategically placing landmarks to align with the world’s broader geography and ensuring key points of interest (POIs) remained visible. I also established sightlines for pivotal narrative moments, specifically guiding the player’s view to spot Safi at crucial points in the story.

One of my major contributions was proposing changes to the script to enhance the emotional impact of discovering Safi:

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  • Revealing Safi’s Death: Originally, Safi’s body was meant to be found lying on the ground. I pitched an alternative approach to build suspense, keeping the player guessing about her fate until the last possible moment. We adjusted the layout to allow glimpses of Safi and positioned her on a bench, creating a more powerful reveal when Max touches her, and Safi falls, revealing her death.

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  • ​For this scene’s cinematic prototyping, I used our proprietary tools to build draft cutscenes with basic camera shots and T-pose models. This early prototyping allowed us to establish the scene’s composition and pacing before artists added final visual details.

Overlook Greyboxes

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