Half the Open World
Designed half of the playable city with routes and features that support grinding, bouncing, wall-running, and fluid transitions between traversal systems.
INSOMNIAC GAMES · 2014
THE WORK
I designed half of Sunset Overdrive's open world, shaping districts, routes, landmarks, and traversal opportunities around the game's fast, expressive movement system.
I also designed half of the traversal challenges, creating focused tests that asked players to read the environment, connect movement mechanics, and maintain flow through the city.
Designed half of the playable city with routes and features that support grinding, bouncing, wall-running, and fluid transitions between traversal systems.
Designed half of the game's traversal challenges, building authored lines that test navigation, timing, improvisation, and mastery of the movement mechanics.
The outlined area shows the half of the Sunset Overdrive open world that I designed.

My portion of the open world is outlined in red.
An example of one of the traversal challenges, showing how the city layout and movement systems combine into a fast, readable route.
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