Exoborne
Lead Level Designer · YAGER Development
For Exoborne, an extraction-based shooter developed by Sharkmob, I led the YAGER level design team during their work on Agnesville.
My role was less about building the level myself and more about directing the work of the level design team. I worked with a Senior Level Designer who handled the day-to-day implementation while I focused on the overall direction, reviews, and coordination with Sharkmob.
Leading the level
- Position
- Lead Level Designer
- Scope
- Level direction, team leadership, and design reviews
- Duration
- 2024–2025
As Lead, I was responsible for:
- Working with Sharkmob's directors and design leads
- Making larger design decisions around flow, pacing, and spatial layout
- Mentoring and delegating to the level designers on the team
- Reviewing blockouts and later iterations
- Playtesting and giving feedback throughout production
- Getting the level ready for release
I gave the Senior Level Designer ownership of the day-to-day implementation while staying involved in the larger design decisions and regular reviews.
Designing for flow and scale
Player Flow
Shaping routes and encounters to create a clear and engaging flow through the level.
Spatial Design
Making larger design decisions around the structure, scale, and spatial relationships of the level.
Integration
Integrating partner-provided assets and systems while keeping the level coherent and playable.
From concept to release
Concept
I worked with Sharkmob's World Director to understand the high-level goals for the level and passed this on to my team as we built the location.
Production
Once the direction was established, I reviewed the team's iterations and helped solve design problems as they came up. I also coordinated feedback between YAGER and Sharkmob to keep the level aligned with the project's goals and technical constraints.
Polish & Release
Towards release, I focused on playtesting, design reviews, and getting the level ready for release.
Giving designers ownership
One of the more important parts of my role on Exoborne was giving other designers real ownership of their work.
Rather than handling the daily implementation myself, I gave the Senior Level Designer responsibility for the execution of the level. I stayed involved through regular reviews and playtests, providing direction where needed while allowing them to make the day-to-day design decisions.