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New World

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I started design work on New World on October 2021 following the release of the title. I have implemented new AI types into combat scenarios. Designed and oversaw the implementation of new Places of Interest with the help of environment artists. During my time on the base project I also designed and implemented a number of gameplay interactable elements ranging from mimic style loot chests to more complex AI encounters with multiple waves. 

Gawains Domain

Gawain's Domain was designed from the ground up to be end of quest content. The culmination of one of two possible main story quests early in the game. The direction that I was given was fairy tale castle on the sea shore. I drew inspiration from actual English medieval castles around the time of the legend of King Arthur and layouts of castles in games such as Elden Ring and Dark Souls. 

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I designed the entryway to be a grand bridge guarded by pikemen that gives the players a sense of what to expect and to have a great view going into the area. Just past the gate house the player will notice a burn mark on the ground and if they move into the trigger volume, a stream of molten metal will rain down upon them! A savy player can use this to kite AI into for additional damage. This sets up that gimmick for player to use to their advantage throughout the POI. The player is then tasked with defeating sequential named AI to unlock a gate to proceed to the inner courtyard. The players fight up the battlements to the top of the keep to challange Sir Gawain in an epic boss fight. 

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The challanges that I faced while building out this POI included:

  • Selecting suitable area in the world that was clear enough to support my vision

  • laying out a believable structure with evident player flow

  • Creating the molten metal trap gimmick that triggered on players and damaged both players and AI

 

 

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Pierre Bridge

Goals 

  • Fusion of PVP and PVE content seperated by elevation

  • Designed as both a path of travel and combat space 

  • Inspired by multilevel bridges with pedestrian underside and vehicle (horse riding) topside

Challanges

  • Short turn around time

  • Finding fun with having both PVP and PVE content in a single location

  • Incorperating new zone mechanics into the design halfway through production

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Flotsam Gate

Goals

  • Create a Multi level area to enable fast and fun PVPVE engagements

  • Utilized a proven art set in unique ways

Challanges

  • Working with multiple artists on rotation and maintaining the vision and gameplay experiance

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Unbound Island

Goals

  • To reimagine a existing POI in a new light to enable fun PVP combat while retaining the legacy of the former location to maintain world cohesion

  • Have short sightlines and verticality to enhance melee PVP 

  • Incorporate new gameplay mechanics in the form of PVP centric loot boxes

Challanges

  • Modifying AI to not conga line on a single player and ignoring other players

  • Mixing two different visual styles in a unique manner

  • Determining how to keep the identity of the location while creating something fresh

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I build cohesive, engaging worlds that bring the players into the games.

I strive for excellence in my work and my team.  

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©2019 by Harrison Baumann

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