The Walking Dead: Onslaught is a project that went through a number of twists and turns during the course of development.  At it's outset, the project was intended to be a 4 player co-op answer to Arizona Sunshine, built specifically for VR Arcades with procedurally generated levels.   Later the whole project was rebooted with PSVR in mind, and an entire campaign mode was added.  As a Senior Game Designer, I contributed level design to the campaign, oversaw other designers in their implementation of campaign missions, as well as systems and game mode design to the survival focused Scavenger mode.
Campaign Design
Here's a small sample of some of my level design work on the campaign for The Walking Dead: Onslaught.  This mission, like many others I implemented, began their life as a generated outcome of our proprietary procedural generation tools we authored for the original version of the project.  Using that tool to get the footprint down, I customized each area, trying hard to establish a clear narrative "place" for each space and solid gameplay fundamentals to enemy placement and pickup placement.
Design Docs

At the time the project was retooled for release on console, as a team we went back to the drawing board on the game's arcadey, survival-esque Scavenger mode.  This document is how I established the goals and design principles for the new version of Scavenger mode.

Sometimes design work isn't flashy or explosive.  Sometimes it's establishing conventions and best practices so a team of designers can work in an organized fashion.  This document details how I established these best practices for The Walking Dead's design team.

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