Shadow Gambit: The Cursed Crew
Shadow Gambit was a massive project for Mimimi Games. We set out to take vastly different approaches to our level and mission designs. Instead of having linear missions, Shadow Gambit has whole open-world islands that could be freely explored by players.
This meant that we had to rethink how we approach level layouts and missions. We eventually decided to go for an approach where players could choose a starting point for their mission, out of a given choice and have objectives take place in POIs, inspired by classic open-world experiences. As a result, we had to take into account all the possible paths a player could take for any possible mission on that island.
My Contributions:
- Initial design of the first island prototype and the vertical slice level
- Level layout and blocking of six open-world islands
- Planning and implementation of 10+ missions, including scripting, pacing and presentation
- Enemy encounter design
- Scripting
- Concepts for inworld dialogs
- Mentoring new a new Level Designer
Project Overview
Ritual Island - The Vertical Slice Island
Set on an overgrown island with a magical living root, this island was the vertical slice level for Shadow Gambit. This was also the first level that was created with the new, open-world, design approaches in mind. The island has undergone some significant changes throughout it's iteration in order for us to get the gameplay feel right.
Balancing a location around freely approachable starting points, replayability and multiple missions was a new and exiting challenge in this project.
For mission pacing, we had to take many factors into consideration. For example: walking distance from each individual starting point, the difficulty of each possible enemy setup the player could encounter and possible overlaps with other mission on that island.
Enemy encounters now had to be approachable by any possible side. A key part in previous games' level design was that we always knew the direction the player was coming from and where they would go.
As a result, during production I had to let go of my sense of control when designing enemy encounters and had to embrace unpredicatbility and player freedom and lean into it.
The result are enemy encounters that are not as strikt, allow experimantation while keeping possible designed solutions and also allow room for experimenting and player freedom.
Fortress Island
The Fortress Island is the ultimate stronghold of our enemy faction - "The Inquisition of the Burning Maiden". For them, this is a holy place as well. It uses designs of religion mixed with the militaristic nature of the Inquisition.
This Location is the scene for a major plot climax of our story. Additionally to fully realising this level from concept to completion, I was tasked with designing and scripting two complex missions - including time-travel, which required a complex state machine.
Other Levels
These are some more levels and areas where I've been in charge of Layouting, Blocking and Setups:
- One major new island as DLC for the new character "Zagan"
- A shanty island on which a huge fish creature has died some time ago
- "The Grand Design" - the ultimate dreamworld for our main antagonist
- A cozy trading post, set on a smaller island
Reviews
“Perhaps the finest stealth tactics game ever made”
9/10 – IGN
“An expertly crafted stealth-strategy campaign”
9/10 – GameSpot
“Shadow Gambit powers one of the best twists to crash together mechanics and narrative since BioShock”
8/10 – EDGE