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Frits de Laat
Level designer
Star Wars Outlaws
Experience the first-ever open world Star Wars game, set between the events of The Empire Strikes Back and Return of the Jedi. Explore distinct planets across the galaxy, both iconic and new. Risk it all as Kay Vess, a scoundrel seeking freedom and the means to start a new life, along with her companion Nix. Fight, steal, and outwit your way through the galaxy’s crime syndicates as you join the galaxy’s most wanted.
I worked on this project for half a year as a Technical Level Design Intern, where I was responsible for work on level design ingredients, open world systems and general support for level design.
Project role
Technical Level Design Intern
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Created level design ingredients and open world encounter systems for the level designers to place around the world
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Did code reviews for the level designers and gave them feedback to improve code quality and efficiency
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Tested and rapidly iterated the features I worked on
My contributions
Level Design Ingredients
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I was responsible for prototyping and maintaining 15+ level design ingredients, working together with artists for their appearance and visual feedback
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I worked on creating a clean front-end experience for the level design team to work with, giving them a multitude of options to choose from. Things such as size, direction, damage, color and so on depending on what type of interactable it is. This was all neatly structured in the details panel so they could quickly access and change them based on their requirements
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More customization options and functionality were implemented based on feedback from my lead and the level design team
Open World Encounters
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I was responsible for prototyping and maintaining 10+ open world encounter systems that could be placed in the world to make it feel more alive
- These systems spawn in certain enemy encounters in the world that could be fully customized by the level design team through the details panel according to their requirements
- These systems were tested by the level design team and adjusted according to their needs and feedback
- The encounters range from skirmishes to patrols to faction battles etc. to have a wide variety of encounters throughout the world
Code reviews
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I was responsible together with my team to maintain code quality within the level design team. This was done by doing regular code reviews with the level design team for their systems and giving feedback to them on how to potentially improve and optimise their code.
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