At Firesprite, I worked as a Level Designer on 2 titles. Horizon Call of the Mountain, a Narrative centric VR title set in the world of Horizon, and the other being a Multiplayer Shooter, which was subsequently been cancelled.
As such, I'll focus solely on my work on Horizon VR.
On Horizon VR, I was in charge of rougly about a quarter of the game from a Level Design perspective.
This involves all the typical things you'd expect a level designer to do. Maintaining the overall structure of the levels to ensure they play well, liaising with other departments and supplement their work where I could, designing unique and fun challenges where possible, and iterate as the game evolved.
Being a game in VR, it has an unique set of challenges that I've not had to come across in Level Design before. And as someone prone to motion sickness its all too apparent when something might be excessive. Things like climbing angles and sudden rotations are things I need to consider frequently. Not to mention conventional means of delivering information to the player, such as guiding lines and framing, either need to be accentuated even further, or supplemented with other feedback to help keep the player progressing.
Player fatigue is also something I needed to consider, and as such pacing was often dictated by when the player might need a break, and not just physical tiredness, but mental too, where over stimulus can cause nausea.
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