ROY ORR
DESIGN PORTFOLIO
SHADOWS OF THE DAMNED
LEVEL DESIGNER
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Designed and re-designed multiple levels using Unreal 3 for Shadows of the Damned for the Xbox 360 and Playstation 3
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Worked with multi-cultural and lingual teammates across all disciplines
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Rapid prototyping and game mechanics design, including new enemy types, behavior, archetypes and gameplay mechanics
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Worked under extremely tight deadlines to deliver high quality content on time and on budget
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Worked under Suda51 and Shinji Mikami (Resident Evil, Vanquish, Evil Within)

One of the first encounters of the game I designed. An easy encounter set up as an ambush with weak enemies.

A mini-game I designed for one of my levels. Players had to shoot a large skull like a bowling ball to kill the enemies set up like bowling pins in order to get a key to advance.

One of the "Darkness Puzzles" I created for my level "Suburban Nightmare". Players were flooded with darkness, which could kill them, and had to shoot the vine origin locations in time to unlock the door.

One of the other areas I designed for the Library. In this sequence, the lights were shut off and players had to follow the "Sushi Lamp" so they could see. Enemies tried to knock you out of the light where they could attack you as you traversed through the bookshelf maze.

An enemy type I prototyped and shipped using kismet. The enemy would vanish and appear based on proximity with an FX cloud that trailed when invisible to give player a hint of direction.

A solution I helped create for over memory levels. It served as a streaming section while still providing an interesting backdrop and a bit of tension as it was all "Darkness" and players could eventually die if they didn't reach the light door.

A mini-boss arena I designed.

Another "Darkness Puzzle" I designed. Players traversed through the areas, getting pickups to sustain their life longer. Enemy encounters were sprinkled throughout, so the player had to either avoid or fight them in order to get the item needed to reach the end and advance to safety.

A combat puzzle where players needed to survive and ambush in order to unlock the gate.

Beginning of the level "Suburban Nightmare". Players had to traverse dangerous bridges and new enemies introduced with long range capabilities.

Another level I created, "As Evil as Dead". The level was an homage to the Evil Dead movies. Players advance through encounters and darkness to a cabin in the woods, where they are ambushed after encountering a demon in the cellar.