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Frits de Laat

Level designer

Metro Awakening

The year is 2028. The survivors of nuclear Armageddon cling to existence in the subways beneath Moscow. Experience a new story-driven adventure built exclusively for VR that blends atmospheric exploration, stealth and combat in the most immersive Metro experience yet. Put on your gas mask and brave the crippling radiation and deadly threats of the Metro in this chilling, supernatural story from Dmitry Glukhovsky.

I worked on this project for half a year as a Level Design Intern and about a year as a Junior Level Designer. Throughout my time at Vertigo I have worked on a wide range of things during concepting, pre-production and production.

Project role

Level Design Intern

  • Created blockout levels to test out gameplay ideas and the validity of the AI and gameplay systems

Junior Level designer

  • Had level design ownership over chapter 7 and chapter 9

  • I went through a full level design cycle for some sections; from paper design, to playable blockout, to beta and final polish

  • During this time I worked together with leads and directors for feedback, producers for time management and collaborated with the level artists and programmers.

Chapter 7

Gameplay video

Credits to Immersive VR for the video

  • I stitched together all the separate sections of chapter 7 into its main level with the level streaming tool in unreal

  • I was responsible for keeping the chapter fully playable throughout development, fixing navigation issues, gameplay bugs, and anything else that prevents a full playthrough of the chapter

  • We had regular playtests to test both functionality and gameplay of the chapter, where I was responsible for feedback gathering and implementation of said feedback

  • Fixing and maintaining the chapter required working together with all departments of the studio to report and sometimes help implement missing or broken features, such as audio, animation, newly created systems and general gameplay flow

Section Follow Tamir's Shade

  • I worked together with an environment artist to define the section and work out the purpose of the space. As most of chapter 7 takes place in an already existing space from the Kahn DLC in Metro 2033, we had to really think about how we would approach this section, as this part of the map was the last undefined part that was not in the original game

  • This part of the chapter was very heavy on narrative, so gameplay was there to support and break up narrative flow to enhance the pacing. For this I added crouch spaces, interactables and loot around the area, as well as a small puzzle near the end to keep the player engaged in between sessions of dialogue

Chapter 9

Gameplay video

Credits to Immersive VR for the video

  • Similar to chapter 7, I was responsible for stitching together all the separate sections of the chapter into its main level with the level streaming tool in unreal

  • I was responsible for keeping the chapter fully playable throughout development, fixing navigation issues, gameplay bugs, and anything else that prevents a full playthrough of the chapter

  • We had regular playtests to test both functionality and gameplay of the chapter, where I was responsible for feedback gathering and implementation of said feedback

  • Fixing and maintaining the chapter required working together with all departments of the studio to report and sometimes help implement missing or broken features, such as audio, animation, newly created systems and general gameplay flow

Frits de Laat

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