jonmichael.bsky.social
Senior Level Designer at Sony Santa Monica Studio
👤 Joined on 22 June 2023
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gameanalyst.bsky.social
ewerickson.bsky.social
#blocktober for Smugglers Den in Highguard. I wanted a tiered layout so there could be vertical destruction paths and a no-man's land for an explosive barrel minefield. And I knew I wanted a rocky stormy coastal base vibe. The artist (Paul Tran) turned it into a pirate-y themed base which I loved.
Show PostI played #Titanfall2VR mod The immediate sense of scale with the world, BT, Pilots and enemies was so awesome to finally stand in. I loaded up my levels and played some. The fastball genuinely brought me joy. I should have turned on my mic so you could hear me screaming.
Show Post"Avalanche" was an ice-themed base I was building for a future season of Highguard. I really liked the way it played and looked. We were able to use finished assets to block out things quickly The walls were ice, and would reform automatically after a raid. #blocktober
Show PostAnother Highguard base that was cut. An early one I built to test: sniper towers to make long range weapons viable, and stacks of destructible crates that the core could be hiding in. An attempt to find a good use for the hammer. Pretty fun I thought, but the visual hook was lacking. #blocktober
Show PostA fun part of development on Highguard was building bases. They were relatively quick to stand up and could support a lot of personality in the theme and gameplay. Here's an early one I made as we were figuring out the gameplay needs and metrics. Not our concept art. This didn't ship. #blocktober
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