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GreedFall : The Dying world

The levels below showcase my work throughout the development of GreedFall : The Dying World. They are organized by my degree of ownership, with each entry highlighting my specific contributions to the design, implementation, and iteration of the level.

Articles covering my level design work on GreedFall 2 are coming soon. In the meantime, I’m redirecting attention to the work of the talented environment artists on GreedFall, whose contribution was essential in bringing these worlds to life. Click on the screenshots below to explore their work.

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lvl_05

ccm_peren_02_maindistrict

Main District is a level I am particularly proud of

Starting from only two concept art pieces, we designed a believable city inspired by Tuscany, Rome, and Southern European architecture, while establishing much of the layout and identity of the new Peren biome

lvl_15

ccm_ruins_astrie_dg

Astrie Dungeon is hands down my favorite map in GreedFall 2, taking place in the Peren countryside, where the De Vespe have started excavations and discovered precious artifacts

While developing the Peren biome, this one was a real standout and a unique challenge to work on

julia-dufrechou-08.jpg
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lvl_02

thy_olima_06_sewers

The dungeon map beneath Olima Prison was an enjoyable level to design. We introduced multiple branching paths to encourage replayability, along with light puzzle elements integrated into the player’s escape sequence during Main Quest 02

lvl_05

ccm_peren_03_olddistrict

This is the darker side of the Peren Main District. The Malichor (a plague-like disease) is already a serious threat within the city, but here it is even more severe, pushing the population to the edge of survival

This area features a variety of hostile encounters and ruined spaces, where players must remain cautious of potential ambushes while navigating a highly dangerous environment

img_load_lvl_05_ccm_peren_03_olddistrict.png
img_load_lvl_05_ccm_peren_05_palace.png

lvl_05

ccm_peren_05_palace

At the heart of Peren lies the majestic De Vespe Palace, home of Alexander

It was designed with modularity in mind, allowing its kit to be reused alongside the one used for the Thelem Embassy inside Main District

lvl_02

thy_olima_03_military

Very different from the architecture and urban planning of Peren, Olima is a more “Arabic / Istanbul-inspired” city

I handled the initial blockout, focusing mainly on the prison at its core, where the player must escape at the beginning of GreedFall 2

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timothy-dubois-8.webp

lvl_07

thy_catacombs_dg

Based on our modular kit for catacomb and cave-like environments,

we designed the final level to close the main story of GreedFall 2 with an epic conclusion.

It was a particularly challenging task, as the encounter design had to accommodate all major player builds, including brawler, diplomacy, and stealth approaches.

lvl_01

tee_lake_village

As the City / Dungeon Level Designer for our team, I was in charge of three separate areas in Level 01:

  • The Native Village

  • The Bridge Alliance Fort

  • The Old Congregation of Merchants Ruins

img_load_lvl_01_tee_lake_village.png
img_load_lvl_01_tee_lake_village_dg_mine.png

lvl_01

tee_lake_village_dg_mine

I also carried out several minor but important revisions to the navigation and navmesh of this underground level, improving pathfinding reliability and overall player traversal clarity.

lvl_03

thy_west_littoral

I was in charge of the final area of this level for main quest 02,

where the player encounters their first boss, a powerful Native guardian who has gone mad.

This encounter was designed as a major milestone in the level, combining combat space readability, arena flow to support a strong narrative climax for the quest

img_load_lvl_03_thy_west_littoral.png
img_load_lvl_02_thy_olima_02_harbour.png

lvl_02

thy_olima_02_harbour

By creating the initial blockout of the level and serving as a reference for navigation across the team, I was also responsible for validating all navigable areas and ensuring there were no performance issues related to NPC spawn density and overall encounter load.

Hugo Saal 2026 -
saal.hugo@gmail.com
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