Project Outline
- Role: Senior Level Designer
- Duties: Level Design, Cutscenes Camera, Narrative and Mission Scripting, Puzzle Design, Quality Assurance
- LD Team Size: 3
- Engine: Unity3D
- Developer: Mimimi Games
- Publisher: Daedalic
- In development: 2021
- Release: December 6th 2021
- Platforms: Desktop (Steam, EGS, GOG), XBOX Series X, PS5
- Links: Steam, Official Homepage
- Metascore: 83
A Standalone in 6 Months
Similar to my work on the Desperados 3 DLCs, I designed 1.5 missions. There were also smaller in-between missions exploring storytelling without gameplay.
The missions I worked on for level design are Reunion at Nagoya and the Epilogue. I too did all the relevant cutscene work for the whole standalone expansion, like camera, scripting and direction.
The biggest challenge for the DLC was the fact that we had to come back to a way older version of unity and therefore very old outdated tools that had gotten big improvements for Desperados 3. That meant a lot of processes were way slower and more complicated but we still managed to develop the whole thing in roughly 6 months.
Hideouttown –
Cutscenes and Scripting
Reviews
IGN Review – 9/10
“These abilities are so fun to find new uses for, and these levels are so good looking and cleverly designed, that I felt like I had an appetite for a dozen more.”
Well-Played Review – 95/100
“A masterful, methodical journey through the shadows of Edo Japan – brilliantly polished and perfectly paced, my only real sadness is that there was not more of it.”
Gamingtrend Review – 90/100
“The missions in between are ‘travel’ missions, and are really a surprising highlight.”