Project Outline
- Role: Senior Level Designer
- Duties: Level Design, Cutscene Direction & Scripting, Narrative & Mission Scripting, Puzzle Design,Quality Assurance
- LD Team Size: 3 Senior , 1 Junior
- Developer: Mimimi Games
- Publisher: Mimimi Games
- Engine: Unity3D
- In development: 2020-2023
- Release: August 17th 2023
- Platforms: Desktop (Steam, EGS, GOG), XBOX Series X, PS5
- Links: Steam, Official Homepage
- Metascore: 85
From Linear to Semi-Open World
This meant we had to give up a lot of control over where players come from and what toolset (characters) they bring with them. That’s why instead of levels that players only visit one time per playthrough, we built big locations where multiple missions take place in different areas.
Multiscene Development Approach
The shift in our approach, moving from traditional levels to specific locations accommodating various missions, necessitated an elevated development strategy. This adjustment was crucial, as it demanded increased flexibility for each level designer concurrently working on a shared location. In past projects, collaborative work within a Unity scene was a logistical challenge, often resulting in bottlenecks.
Desperados partially addressed this by dividing levels into geo and logic scenes. However, in Shadow Gambit, we aimed to amplify this concept, allowing multiple level designers to simultaneously contribute to the same locations, engaging in diverse tasks like area blocking, mission scripting, or enemy encounter design. We successfully achieved this by extending the location-splitting approach from Desperados to individual areas. While this new method granted us unprecedented creative freedom, it also mandated a heightened level of structure, organization, and communication. Great communication was key to our success in implementing this new approach.
Morrow’s Reach Island
Island Vision
“This is the most beautiful cliché Carribean Island Location. It gives players cozy vibes and shows the beauty of our setting. At it’s core there is an interesting, old fortification or structure that will then be used for the great finale of the game.”
I was, among other locations, responsible for Morrow’s Reach, which served as an introduction location. “Starting Island”, as we called it internally, underwent a lot of iterations not only because it was the first island players were supposed to learn the basics of the game but also because during the course of development our plot got changed quite a bit.
The first tutorial mission
Designing this location posed a significant challenge, as it had to seamlessly accommodate our new non-linear, player-driven approach while simultaneously serving as a tutorial for newcomers. Striking a balance between offering an open-world experience and guiding players through the essential aspects of the game proved not to be simple.
Crafting a tutorial involves creating a structured path for players without risking monotony from constant handholding, all while introducing the overarching plot to pique their interest. Needless to say, the design of this location underwent extensive revisions.
Cutscenes and Scripting
In addition to level design I overlooked all cutscenes, did the camera work as well as the cutscene direction for key plot moments. All cutscenes are a combination of Unity timeline and command based scripting in our Visual Node Group Editor. We roughly differentiated between Gameplay and Story Cutscenes. The game features 30+ cutscenes with a few cinematic plot moments like the one on the right
Reviews
IGN Review – 9/10
“Shadow Gambit is a peak example of the stealth tactics genre from a studio that is clearly mastering its craft[..].”
Polygon Review
“Each island feels like a testament to Mimimi’s dioramic level design, which not only
accounts for different objectives with different insertion points for
your crew, but also for different traversal options based on your particular squad.”
God is a Geek Review – 100/100
“Shadow Gambit: The Cursed Crew takes Mimimi’s talent for devious level design and dastardly challenge to another level.”