Project Name | Gates of Epica | |
Genre | Action RPG | |
Position | Level Designer | |
Developer | InnoGames GmbH | |
Time Frame | 06/2015 - 04/2017 | |
Team size | ∼ 40 | |
Platform | Mobile (iOS & Android) | |
Released | Discontinued after Soft Launch | |
Targeting | Casual, 16 - 28 years | |
Technology | Unreal Engine, C++ |
During my studies I started a six month Level Design Internship at Gates of Epica. A year later I got promoted as Regular Level Designer with more ownership and responsibility for planning & designing content.
I was responsible for creating over 26 unique campaign missions with different enemy compositions, layouts, environments and gameplay elements. I also prototyped and designed new features and new game modes, like a scaleable mission system were I generated over 36 mission variations, two dynamic arenas for in the Daily Dungeons, UI/UX flow improvements of the Social Service Login, Pop-Ups and Views.
With GoE I got my first work environment experience with constrains and deliverable iteration. Across multiple areas of expertise I learned to master the editor, design, execute & balance maps, analyse data, plan workload, communicate with different departments about content strategies and dependencies. I’m proud to picked up Unreal Blueprints for prototyping new game modes, which were foundations for new features.