TRION WORLDS · 2011–2013
Defiance
THE WORK
Building readable spaces
for an unpredictable world.
My work on Defiance moved between broad world composition and moment-to-moment play. I designed level layouts, encounters, and every open-world race, while partnering with environment art to preserve gameplay intent and support reliable AI navigation.
I also produced and designed the game’s 2011 E3 and Gamescom demo—turning a large, systemic world into a focused experience built to communicate clearly under pressure.
- ROLE
- Senior Level Designer
- STUDIO
- Trion Worlds
- FOCUS
- World, encounters, races, demos
Bathhouse
Layered combat routes, strong sightlines, elevation changes, and recurring architectural landmarks organize a hostile mountainside space.
Diablo
A broad, vehicle-readable footprint with repeated forms, sunken routes, and framed approaches connecting exterior combat to intimate interiors.
Northpoint
Modular structures, clear perimeter reads, and layered catwalks create a compact destination that supports multiple engagement distances.
Trolley
Broken rail lines and displaced cars establish a strong macro shape while wreckage, elevation, and cover produce varied encounter pockets.
Races
I designed every open-world race in Defiance, using the world’s terrain, roads, landmarks, and changes in elevation to create readable routes with a strong sense of speed.
The work required a world-scale view of pacing: balancing navigation clarity with challenge, directing players through memorable spaces, and tuning each route around vehicle handling and repeat play.
RETURN TO THE FULL ARCHIVE
More shipped work →