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Wide view of a Defiance industrial environment

TRION WORLDS · 2011–2013

Defiance

SENIOR LEVEL DESIGNEROPEN WORLDENCOUNTER DESIGN

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
LOCATION 01

Bathhouse

Layered combat routes, strong sightlines, elevation changes, and recurring architectural landmarks organize a hostile mountainside space.

LOCATION 02

Diablo

A broad, vehicle-readable footprint with repeated forms, sunken routes, and framed approaches connecting exterior combat to intimate interiors.

LOCATION 03

Northpoint

Modular structures, clear perimeter reads, and layered catwalks create a compact destination that supports multiple engagement distances.

LOCATION 04

Trolley

Broken rail lines and displaced cars establish a strong macro shape while wreckage, elevation, and cover produce varied encounter pockets.

DESIGN FOCUS

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.

GAMEPLAY SHOWCASEWatch on YouTube ↗

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