
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.
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
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_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










